Command & Conquer: Red Alert 3 - Walkthrough/guide

Command & Conquer: Red Alert 3
FAQ/Walkthrough by Baruraga
-----------------
Table of Contents
-----------------
Campaign Walkthrough [CW000]
Soviets 1: Leningrad [CW101]
Soviets 2: Krasna-45 [CW102]
Soviets 3: Vladivostok [CW103]
Soviets 4: Geneva [CW104]
Soviets 5: Mykonos [CW105]
Soviets 6: Von Esling Airbase [CW106]
Soviets 7: Mt. Fuji [CW107]
Soviets 8: Easter Island [CW108]
Soviets 9: New York City [CW109]
Allies 1: Brighton Beach [CW201]
Allies 2: Cannes [CW202]
Allies 3: Heidelberg [CW203]
Allies 4: Gibraltar [CW204]
Allies 5: North Sea [CW205]
Allies 6: Mt. Rushmore [CW206]
Allies 7: Tokyo Harbor [CW207]
Allies 8: Havana [CW208]
Allies 9: Leningrad [CW209]
Empire 1: Vorkuta [CW301]
Empire 2: Stalingrad [CW302]
Empire 3: Odessa [CW303]
Empire 4: Pearl Harbor [CW304]
Empire 5: Pacific Ocean [CW305]
Empire 6: Santa Monica [CW306]
Empire 7: Yokohama [CW307]
Empire 8: Moscow [CW308]
Empire 9: Amsterdam [CW309]
Factions [FA000]
Allies [FA010]
Buildings [FA011]
Units [FA012]
Empire of the Rising Sun [FA020]
Buildings [FA021]
Units [FA022]
Soviets [FA030]
Buildings [FA031]
Units [FA032]
Credits [CR000]
Version History [VH000]
--------------------
Campaign Walkthrough [CW000]
--------------------
There are many ways to complete the campaign missions and experimenting is part
of the game's appeal. The methods detailed here definitely do work, but there
is no reason to follow them slavishly. This walkthrough is based on playing
Solo on Hard difficulty by a player of no great skill.
This guide does not stress secondary objectives. It may not have a complete
list since some need to be triggered, and it does not give advice on clearing
them unless they make the mission easier or are trivial to complete.
========================
Soviets 1: Leningrad [CW101]
The Shrike and the Thorn
========================
Starting Resources: 0
Starting Buildings: None
Starting Units: Natasha
Produceable Buildings: None
Produceable Units: Conscript
Flak Trooper
Top-Secret Protocols: Magnetic Satellite
Objective 1: Secure the Fortress
Objective 2: Train 5 Flak Troopers
Objective 3: Protect the Fortress
Objective 4: Destroy the Battleships
Secondary Objective 1: Save the Hermitage
Walkthrough:
This mission is essentially a tutorial, so follow the prompts. Kill the
infantry outside, call an air strike on the gate, and kill the infantry inside.
Do not waste time attacking Tankbusters until they surface.
After the cutscene, train 5 Flak Troopers while Natasha destroys the north gate
and takes out the Tankbusters outside it. After Kenji arrives, Tsunami Tanks
and Striker-VXs start attacking from the southeast and southwest. Flak Troopers
should prioritize Chopper-VXs since Natasha cannot call air strikes on those.
When Conscripts become available for production, build 4-5 of those to kill the
Tankbusters the enemy Sudden Transports will soon be dropping at the gates.
When the secondary objective appears, use the Bullfrog to transport Natasha
across to the Hermitage. Have her wipe out the infantry and use the Bullfrog on
that side of the river to send her back to the fortress.
Train as many Flak Troopers as possible. When the 8 Shogun Battleships appear,
use Natasha to destroy them while the rest of your army defends the fortress.
She should be in little danger as long as she steers clear of the Mecha Tengu
escorting each Battleship pair. Buy the Magnetic Satellite protocol when
prompted and take out a pair of Battleships with it.
====================
Soviets 2: Krasna-45 [CW102]
Circus of Treachery
====================
Starting Resources: 0
Starting Buildings: None
Starting Units: Sickle (3)
Produceable Buildings: None
Produceable Units: None
Top-Secret Protocols: Magnetic Satellite
Orbital Drop
Super-Magnetic Satellite
Objective 1: Get Natasha to the K-45 Launch Facility
Objective 2: Eliminate the Imperial Ambush Division
Secondary Objective 1: Assist the Tesla Troopers
Secondary Objective 2: Rescue the Tesla Troopers
Walkthrough:
Natasha belongs to the co-commander. The AI will keep her near your troops.
March forward, jump over the river, and gun down the Imperial Warriors before
they reach Natasha. Kill the Warriors straight ahead to free 4 War Bears. Kill
Tankbusters to the northwest and southeast to free two pairs of Tesla Troopers.
Head east to continue the mission. There are 3 Tsunami Tanks there already and
Mecha Tengu show up when you attack. Use the Magnetic Satellite to suck up as
many vehicles as you can and have the Tesla Troopers immobilize where possible.
Clear out the Tankbusters and Shinobi behind the Tsunamis and proceed into the
main circus area. There are groups of Imperial Warriors and a couple patrolling
Striker-VXs, but the Strikers will transform and flee when you approach.
Eradicate the Warriors and proceed to the launch facility. It is guarded by 2
Mecha Tengu, 2 Striker-VXs, and 4 Tsunami Tanks, so wait for the Super-Magnetic
Satellite to recharge then take them out.
The tents reveal an Instant Dojo, Instant Generator, Construction Yard, Yuriko
Omega, and assorted escorts. March to the targets and kill the infantry while
dodging balloon bombs. Get close enough to the buildings that Natasha attacks
them. When you see Yuriko, concentrate fire on her (including Orbital Drop).
======================
Soviets 3: Vladivostok [CW103]
Taking back Ice-Harbor
======================
Starting Resources: 10,000
Starting Buildings: None
Starting Units: Bullfrog (3)
Conscript (7)
Flak Trooper (6)
War Bear (2)
Produceable Buildings: Barracks
Flak Cannon
Naval Yard
Ore Refinery
Reactor
Sentry Gun
Produceable Units: Bullfrog
Conscript
Engineer
Flak Trooper
Ore Collector
Stingray
War Bear
Top-Secret Protocols: Magnetic Satellite
Orbital Drop
Orbital Dump
Super-Magnetic Satellite
Objective 1: Clear the Island of Enemy Forces
Objective 2: Construct a Barracks and Naval Yard
Objective 3: Destroy the Imperial Scout Base
Objective 4: Destroy the Imperial Naval Base
Objective 5: Destroy the Imperial Military Admin
Secondary Objective 1: Set Up Base Defenses
Secondary Objective 2: Destroy the Generators
Walkthrough:
The island is guarded by a few Imperial Warriors and Mecha Tengu along with 2
Defender-VXs. Drop your troops in the center of the island and take out the
troops there, then destroy the Instant Generators. Dispatch all traces of the
enemy now that the Defenders are unpowered. When a wing of Sky Tengu arrives,
retreat as many of your infantry units as possible. You are assigned 5
Stingrays to destroy the Tengu and finish cleansing the island.
When your MCV arrives, unpack it on the north side of the island and build a
Reactor and 2 Ore Refineries. Next build another Reactor, a Barracks, a Naval
Yard, and a few turrets to defend your base. Spam Stingrays and build a few
Engineers to be loaded in the Bullfrogs. When the map is expanded, sail your
fleet east to take out the naval base. It is guarded by Defenders, so eject
your Engineers to the Instant Generators. Capturing those cuts power to the
Defenders, allowing you to destroy the base easily. Doing so liberates 2
Dreadnoughts which can easily destroy the Mecha Bay on the east side of the
map. Capture the Hospital and Dry Dock on the east side as well, or at least
the Dry Dock. Sail your fleet to the northwest part of the map and destroy the
Mecha Tengu and 2 Shogun Battleships. Raze the Docks and Construction Yard so
your Dreadnoughts can bombard land forces with impunity. There is a Barracks
on the pier you can repair and use to build Engineers who can capture Imperial
buildings should you want Imperial Warriors or Mecha Tengu for some reason.
Build more turrets on the co-commander's side of the island base while your
bombardment proceeds.
Destroy all the bases to receive the final objective. A force of Tsunamis and
Chopper-VXs counterattacks your co-commander, but with the help of your turrets
they should do little damage. Dreadnoughts can hit most of the Empire's
defenses, clearing a path for your Stingrays to march in and dispatch the few
remaining Warriors and Tsunamis. When the Admin comes under attack, a Nanoswarm
Hive activates and a King Oni appears, so destroy the Oni and finish the job.
=====================
Soviets 4: Geneva [CW104]
March of the Red Army
=====================
Starting Resources: 3,000
Starting Buildings: Construction Yard
Naval Yard
Ore Refinery (2)
Reactor (2)
Super-Reactor
Starting Units: Stingray (2)
Produceable Buildings: Barracks
Battle Lab
Flak Cannon
Fortress Wall
Ore Refinery
Reactor
Sentry Gun
Super-Reactor
Tesla Coil
War Factory
Produceable Units: Bullfrog
Conscript
Combat Engineer
Flak Trooper
Ore Collector
Sputnik
Stingray
War Bear
Top-Secret Protocols: Cash Bounty
Grinder Treads
Magnetic Satellite
Orbital Drop
Orbital Dump
Super-Magnetic Satellite
Toxic Corrosion
Objective 1: Destroy the Allied Supply Port
Objective 2: Destroy the Allied Army Base
Objective 3: Destroy the Allied Command HQ
Objective 4: General Krukov's HQ Must Survive
Secondary Objective 1: Capture All Six Swiss Banks
Walkthrough:
Begin building Stingrays. Sail northeast when you have six or so and take out
the Dolphins. The Allies use the Chronosphere to teleport in an Aircraft
Carrier and Assault Destroyer, so sink those (or, ideally, use the Magnetic
Satellite). In response to the Chronosphere use, you are granted 4 Akula Subs
and the ability to build more at the Naval Yard. Keep reinforcing the Stingrays
and sail east. The naval base is defended by Dolphins, Riptide ACVs, and 2
Multigunner Turrets. Use the Akula Ultratorpedoes to wreck the turrets with
minimal losses. Watch out for teleported reinforcements as you raze the naval
base and the Allied Supply Port behind it.
Build a Barracks in your co-commander's base and train Engineers to capture the
banks and any other neutral buildings the co-commander has not yet seized.
There is a Spectrum Tower guarding the last bank; you can destroy it with
Orbital Drop, but be careful not to hit the bank. With the Tower gone, march
into the Allied base and neutralize it. Try to capture the Armor Facility and
Construction Yard so you can put Ore Refineries here and build Guardian Tanks.
The battlefield is expanded. Have your Akulas sail east and destroy the
Seaport quickly. You are granted 2 V4 Rocket Launchers. If you captured the
Allied army base, fortify it with Tesla Coils and build Ore Refineries. The
Allies attack with Guardians and Athena Cannon, so use Stingrays, Guardians,
and protocols to destroy the Athenas. After the Allied attack is repulsed, have
the Stingrays (and Guardians if available) escort the V4s into bombardment
range of the Spectrum Towers guarding the Allied HQ. Destroy them and raze the
base.
==================
Soviets 5: Mykonos [CW105]
The Science of War
==================
Starting Resources: 11,000
Starting Buildings: Airfield
Construction Yard
Naval Yard
Ore Refinery (2)
Reactor
Super-Reactor
Starting Units: None
Produceable Buildings: Airfield
Barracks
Battle Lab
Barracks
Crusher Crane
Flak Cannon
Fortress Wall
Naval Yard
Ore Refinery
Reactor
Sentry Gun
Super-Reactor
Tesla Coil
War Factory
Produceable Units: Akula Sub
Bullfrog
Combat Engineer
Conscript
Dreadnought
Flak Trooper
Hammer Tank
MiG Fighter
MCV
Natasha
Ore Collector
Sickle
Sputnik
Stingray
Tesla Trooper
Twinblade
V4 Rocket Launcher
War Bear
Top-Secret Protocols: Cash Bounty
Grinder Treads
Magnetic Satellite
Orbital Drop
Orbital Dump
Super-Magnetic Satellite
Toxic Corrosion
Objective 1: Expand to the Islands
Objective 2: Capture the Allied Science Facility
Objective 3: Destroy the Allied Naval Base
Objective 4: Hold the Science Facility
Secondary Objective 1: Destroy the Tech Inhibitor
Walkthrough:
Begin building Twinblades, a few Stingrays, and a few Akulas. Build a Tesla
Coil near the beach leading into your base. Send to the Twinblades to the Tech
Inhibitor's island and bomb the Seaport, then start attacking the Spectrum
Towers. Retreat when Javelin Soldiers approach. Use Orbital Drop to help. When
all the Spectrum Towers are gone, bring Stingrays to the island to kill the
Javelins, then level the Tech Inhibitor. You can now build a Barracks and
Combat Engineers as well as Bullfrogs, so use those to capture the Construction
Yard and Ore Refinery on the Tech Inhibitor island.
Build more Akulas and a few Dreadnoughts and use those to achieve naval
superiority. Bombard the island bases as well and expand there (with the Allied
MCV if you captured it). Continue building Twinblades and use them to destroy
Seaports. Bombard the mainland base and expand there when it is gone. Take out
the science facility's Multigunner Turrets with Dreadnoughts. Delay capturing
the facility; build a War Factory on the ruins of the Allied Base and churn out
Hammers, Sickles, and a couple V4s. Build Ore Refineries on the mainland to
finance this. Capture the facility when you are ready.
The Allies establish a new base north of the facility. It has Multigunner
Turrets and cranks out Guardian Tanks, Riptide ACVs, Peacekeepers, Javelin
Soldiers, and Vindicators, but starts out with little defense. Storm the base
and eliminate some of the buildings immediately. If you raze it entirely, the
mission ends right away regardless of the timer's status. Build MiGs and have
them defend the science facility from Vindicators.
=============================
Soviets 6: Von Esling Airbase [CW106]
No Traitors Tomorrow
=============================
Starting Resources: 3,000
Starting Buildings: Construction Yard
Ore Refinery (2)
Reactor (2)
Super-Reactor
Starting Units: Conscript (2)
Flak Trooper
War Bear (2)
Produceable Buildings: Airfield
Barracks
Battle Lab
Crusher Crane
Flak Cannon
Fortress Wall
Iron Curtain
Naval Yard
Ore Refinery
Reactor
Sentry Gun
Super-Reactor
Tesla Coil
War Factory
Produceable Units: Akula Sub
Bullfrog
Combat Engineer
Conscript
Dreadnought
Flak Trooper
Hammer Tank
Kirov Airship
MCV
MiG Fighter
Natasha
Ore Collector
Sickle
Sputnik
Stingray
Tesla Trooper
Twinblade
V4 Rocket Launcher
War Bear
Top-Secret Protocols: Cash Bounty
Grinder Treads
Magnetic Satellite
Magnetic Singularity
Orbital Drop
Orbital Dump
Super-Magnetic Satellite
Toxic Corrosion
Ultra-Magnetic Satellite
Objective 1: Destroy Both Allied Forward Bases
Objective 2: Eliminate Krukov
Objective 3: Destroy the Allied Strategic Airbase
Secondary Objective 1: Build an Expansion Base
Walkthrough:
Build a Crusher Crane right away. Soon after the mission begins, you get a
large cash infusion you need to spend as quickly as possible. Build a Battle
Lab, a couple Airfields, a couple Naval Yards, and the Iron Curtain. Build Flak
Cannon at the northeast edge of your base. Build some MiGs and Bullfrogs, then
Dreadnoughts and a few Akulas. Have the Dreadnoughts bombard the Airbases at
the eastern Allied base, then the base, then the western base. Build 2 Sputniks
and a Twinblade, then use those to expand to the former Allied bases. Sometime
during this, Krukov arrives and takes most of your money.
When the Premier orders you to kill General Krukov, build a few Kirovs and
bombard his shore defenses. Destroy the targeted buildings and as little else
as possible, since the rest of his forces join you when that is accomplished.
Use the Kirovs to do the job. The battlefield expands to reveal more Allied
buildings and a Proton Collider. Push northeast with Akulas and destroy the
Dolphins, then use Dreadnoughts to destroy the Collider and wreck the
remaining Allies. Redirect your Kirovs to help when they are done with Krukov.
====================
Soviets 7: Mt. Fuji [CW107]
To Tame a Living God
====================
Starting Resources: 0
Starting Buildings: None
Starting Units: Conscript
Produceable Buildings: Airfield
Barracks
Battle Lab
Crusher Crane
Flak Cannon
Fortress Wall
Iron Curtain
Naval Yard
Ore Refinery
Reactor
Sentry Gun
Super-Reactor
Tesla Coil
War Factory
Produceable Units: Akula Sub
Apocalypse Tank
Bullfrog
Combat Engineer
Conscript
Dreadnought
Flak Trooper
Hammer Tank
Kirov Airship
MCV
MiG Fighter
Natasha
Ore Collector
Sickle
Sputnik
Stingray
Tesla Trooper
Twinblade
V4 Rocket Launcher
War Bear
Top-Secret Protocols: Cash Bounty
Desolator Airstrike
Grinder Treads
Magnetic Satellite
Orbital Drop
Orbital Dump
Super-Magnetic Satellite
Toxic Corrosion
Ultra-Magnetic Satellite
Objective 1: Create a Diversion
Objective 2: Assassinate the Emperor
Objective 3: Destroy Shinzo's Base
Objective 4: Destroy Naomi's Base
Objective 5: Destroy Kenji's Base
Objective 6: Destroy the Emperor's Palace
Objective 7: Kill the Emperor
Secondary Objective 1: Destroy the Generators
Secondary Objective 2: Rescue the Captured Conscript and Bear
Walkthrough:
Your co-commander has a War Bear that will follow you. There is a linear path:
southeast, southwest, southeast down the stairs, northeast, southeast to shoot
the diversionary barrel, back northwest, northeast to the garden, west to
finish the job.
Now you have 15,000 credits, 2 Apocalypse Tanks, a Construction Yard, and 2 Ore
Refineries. Build a Reactor followed by a Super-Reactor. Put up an Airbase and
a Tesla Coil. Produce 4 MiGs and begin spamming Twinblades. Build another
Airfield and 4 more MiGs, then proceed Twinblade spamming there as well. Build
a War Factory and a Sputnik to expand to the northwest mine. Build a Sentry
Gun and Tesla Coil there when the Outpost is done. Have your Twinblades attack
the Defender-VXs in Shinzo's base while the MiGs escort them. Build a Crusher
Crane and retreat your aircraft there when they take heavy damage. Keep
defending your base and attacking Shinzo's while your Twinblade count rises. It
soon becomes a critical mass, allowing you to destroy the Imperial commanders'
bases and expand there with impunity.
The battlefield expands when the commanders are defeated, but the Empire still
has nothing that can stop a Twinblade swarm. Build more Airfields to keep
production even with income. Fly to the northeast and northwest to complete
the bonus objectives if you wish, then destroy the palace. The Emperor
confronts you in his modified King Oni, but is helpless against Twinblades.
========================
Soviets 8: Easter Island [CW108]
The Stone-Faced Witness
========================
Starting Resources: 10,000
Starting Buildings: Construction Yard
Starting Units: None
Produceable Buildings: Airfield
Barracks
Battle Lab
Crusher Crane
Flak Cannon
Fortress Wall
Iron Curtain
Naval Yard
Ore Refinery
Reactor
Sentry Gun
Super-Reactor
Tesla Coil
War Factory
Produceable Units: Akula Sub
Apocalypse Tank
Bullfrog
Combat Engineer
Conscript
Dreadnought
Flak Trooper
Hammer Tank
Kirov Airship
MCV
MiG Fighter
Natasha
Ore Collector
Sickle
Sputnik
Stingray
Tesla Trooper
Twinblade
V4 Rocket Launcher
War Bear
Top-Secret Protocols: Cash Bounty
Desolator Airstrike
Desolator Dual-Airstrike
Grinder Treads
Magnetic Satellite
Magnetic Singularity
Orbital Drop
Orbital Dump
Super-Magnetic Satellite
Toxic Corrosion
Ultra-Magnetic Satellite
Objective 1: Destroy the Allied Emissary and his Escort
Objective 2: Stop the Allied Counter-Offensive
Objective 3: Destroy the Vacuum Imploder Before It Fires
Objective 4: Destroy the Premier's Volcano Fortress
Walkthrough:
Build a Reactor and a Crusher Crane. Erect 2 Ore Refineries first and a
Super-Reactor and Naval Yard second. Next build a Barracks and an Airfield.
Train 2 Engineers and capture the Oil Derricks. Produce a Sputnik and expand to
the naval ore mine. Build five or so Akula Subs and spam Twinblades.
When the order to attack comes, use Magnetic Satellite on the Allied Assault
Destroyers and Hydrofoils while Twinblades attack the Aircraft Carrier. Start
building MiGs and a few more Akulas.
The battlefield expands to reveal an Allied base to the west. Send all Akulas
there immediately to take out the naval defenses and destroy the Seaports and
Airbases around the island. Defend your base against the initial Allied
offensive with MiGs and Twinblades, then send the helicopters to destroy the
land-based buildings on the island. Build a second Airbase and fill it with
MiGs before spamming Twinblades from it as well.
Expand to the island with your MCV. Crush the initial push of Apocalypse Tanks
and infantry with Twinblades. Fly around east then north to assault the Crusher
Crane, Naval Yards, and Super-Reactor there. Use Orbital Drop or Dump to damage
the 2 Flak Cannon on the east side of the Vacuum Imploder, then have Twinblades
finish the defenses and raze the structure itself. MiGs defend the Imploder,
so keep your own MiGs ready and back the Twinblades away when attacked.
Now you can dismantle the Premier's forces at your leisure. There is a
little-defended base with a Barracks and War Factory on the west side to
destroy. Work up from there and level the Super-Reactor and Ore Refineries.
Take out the Flak Cannon on the rim one at a time and destroy the fortress
buildings.
========================
Soviets 9: New York City [CW109]
Blight on the Big Apple
========================
Starting Resources: 0
Starting Buildings: None
Starting Units: Terror Drone (8)
Produceable Buildings: Airfield
Barracks
Battle Lab
Crusher Crane
Flak Cannon
Fortress Wall
Iron Curtain
Naval Yard
Ore Refinery
Reactor
Sentry Gun
Super-Reactor
Tesla Coil
Vacuum Imploder
War Factory
Produceable Units: Akula Sub
Apocalypse Tank
Bullfrog
Combat Engineer
Conscript
Dreadnought
Flak Trooper
Hammer Tank
Kirov Airship
MCV
MiG Fighter
Natasha
Ore Collector
Sickle
Sputnik
Stingray
Terror Drone
Tesla Trooper
Twinblade
V4 Rocket Launcher
War Bear
Top-Secret Protocols: Cash Bounty
Desolator Airstrike
Desolator Delta-Airstrike
Desolator Dual-Airstrike
Grinder Treads
Magnetic Satellite
Magnetic Singularity
Mass Production
Orbital Downpour
Orbital Drop
Orbital Dump
Super-Magnetic Satellite
Terror Drone Surprise
Toxic Corrosion
Ultra-Magnetic Satellite
Objective 1: Eliminate Ft. Bradley's Prospectors
Objective 2: Destroy Ft. Bradley
Objective 3: Destroy the Statue of Liberty
Secondary Objective 1: Eliminate Agent Tanya
Secondary Objective 2: Capture the New York Stock Exchange
Walkthrough:
Take the Terror Drones north and destroy the Multigunner IFV and Prospector.
Continue to the northern ore mines and take out the Guardian Tank and
Prospectors.
You now have 4 Tesla Tanks (which you can use in this mission only, barring
mods), 2 Kirov Airships, and 4 Twinblades in addition to the remaining Terror
Drones. Head into the Allied Base. Use Terror Drones to kill infantry and IFVs.
Destroy the Athena Cannon as quickly as possible. Send the Kirovs and
Twinblades to the far east side of the map while the Tesla Tanks finish off the
base.
You receive 10,000 credits and a base on the east side with a Construction
Yard, 2 Ore Refineries, and 2 Reactors. Fly the aircraft there while getting
a Flak Cannon in your base. Build a Crusher Crane. Next build a Barracks and an
Airfield along with a Sentry Gun on the southeast side and a Tesla Coil on
the northeast. Train a couple Conscripts and garrison the nearest building. Put
a couple War Bears in your base as well. Fill the Airfield with MiGs and start
building Kirovs. Put up another Airfield and get MiGs. Select the Magnetic
Satellite and use it when you see an opportunity, probably to help your
co-commander. Select Orbital Drop when available. After amassing 4 Kirovs, send
them northeast with a full MiG escort. Group up at a point directly southeast
of the Statue of Liberty over land. Send the Kirovs straight at the statue;
they should ignore defenses and bomb the capitalism out of the target. Send
MiGs just in front to down Apollos and absorb damage. Use Orbital Drop or Dump
on the Statue as well.
========================
Allies 1: Brighton Beach [CW201]
Ride of the Red Menace
========================
Starting Resources: 0
Starting Buildings: None
Starting Units: Attack Dog (2)
Peacekeeper (4)
Produceable Buildings: Armor Facility
Boot Camp
Multigunner Turret
Ore Refinery
Power Plant
Produceable Units: Attack Dog
Engineer
Javelin Soldier
Multigunner IFV
Peacekeeper
Top-Secret Protocols: Cryoshot
Objective 1: Eliminate the Soviets in Brighton
Objective 2: Hold Out Against the Incoming Soviets
Objective 3: Repel the Soviet Navy
Objective 4: Eliminate the Remaining Soviets
Secondary Objective 1: Garrison Four Civilian Structures
Secondary Objective 2: Capture the Hospital
Secondary Objective 3: Repair the Coastal Guns
Secondary Objective 4: Train 5 Javelin Soldiers
Secondary Objective 5: Build 5 Multigunner IFVs
Walkthrough:
The map is littered with War Bears and Conscripts, but they are no match for
veteran Peacekeepers. March northeast to kill some Bears and get 2 more
Peacekeepers, then go southeast for a similar situation. Kill all the hostiles.
You are given a Construction Yard, Ore Refinery, 2 Power Plants, a Boot Camp,
and 500 credits. Train an Engineer and more Peacekeepers. Garrison the
highlighted buildings when prompted. Have the Engineer capture the Hospital and
train 2-4 more. When the timer expires, Conscripts parachute in front of the
garrisoned buildings, and another group follows up soon after. Annihilate them.
After the cutscene, send the Engineers you have to the coastal guns. Instruct
the co-commander to repair those on his side if you do not have 4 Engineers.
When Javelin Soldiers become available, start training them. Build as many as
you can afford, not just 5. The Soviet Navy attacks with Bears, Conscripts, and
Stingrays, so take the infantry with your Peacekeepers and the ships with your
Javelins.
For the last wave, you are cleared to build and Armor Facility, Multigunner
IFVs, and Multigunner Turrets. If you do build IFVs, load them with Javelins.
When the Soviets attack, ignore the Dreadnoughts and use Javelin Soldiers (and
IFVs if applicable) to down the Kirov Airships.
=======================
Allies 2: Cannes [CW202]
The Shark and the Lure
=======================
Starting Resources: 7,000
Starting Buildings: Boot Camp
Command Hub
Power Plant
Starting Units: Spy (3)
Tanya
Produceable Buildings: Armor Facility
Boot Camp
Ore Refinery
Power Plant
Produceable Units: Guardian Tank
MCV
Multigunner IFV
Prospector
Riptide ACV
Spy
Tanya
Top-Secret Protocols: Cryoshot
Objective 1: Get Spies into the Port Buildings
Objective 2: Save the Allied Leaders
Objective 3: Get Tanya into the Port Authority Building
Objective 4: Sink the Soviet Dreadnoughts
Objective 5: Wipe Out the Soviet Base
Secondary Objective 1: Neutralize the Defenses Guarding the Vindicators
Walkthrough:
The co-commander will save the Allied leaders. Train a fourth Spy. Send Tanya
to the far southeast island to destroy the Reactors; this gives you the Airbase
and 4 Vindicators. Use the Vindicators to destroy the Tesla Coils guarding the
port buildings, then start bombing the Dreadnoughts. When the Coils are gone,
Tesla can easily dispatch the War Bears and Conscripts on the islands as well
as the Reactors and Barracks. Send the Spies to their stations when the way is
clear and have Tanya follow suit.
You are assigned an MCV, an Ore Refinery and an Armor Facility. Build another
Armor Facility and spam Guardians. Finish bombing the Dreadnoughts, then roll
over the Soviets with tanks.
=====================
Allies 3: Heidelberg [CW203]
The Famous Liberation
=====================
Starting Resources: 5,000
Starting Buildings: None
Starting Units: Hydrofoil (4)
Produceable Buildings: Airbase
Armor Facility
Boot Camp
Fortress Wall
Multigunner Turret
Ore Refinery
Power Plant
Produceable Units: Attack Dog
Engineer
Guardian Tank
Javelin Soldier
MCV
Multigunner IFV
Peacekeeper
Riptide ACV
Spy
Vindicator
Top-Secret Protocols: Advanced Aeronautics
Cryoshot
Surveillance Sweep
Objective 1: Escort the MCVs
Objective 2: Destroy the Iron Curtain
Objective 3: Destroy the Four Super-Reactors
Objective 4: Destroy the Soviet Headquarters
Secondary Objective 1: Assist Agent Tanya
Walkthrough:
Sail northwest and destroy the 4 Twinblades guarding the first beach. Continue
and switch 2 Hydrofoils to weapon jamming, then jam the Tesla Coils guarding
the second beach.
You now have 2 Riptides, 2 Dogs, 4 Peacekeepers, 4 Javelin Soldiers, and a
Construction Yard. Build a Power Plant and 2 Ore Refineries. Build another
Power Plant and an Airbase, then order up 4 Vindicators. Purchase Advanced
Aeronautics and start bombing the base north of you when the first Vindicator
finishes. Garrison some of the northern buildings with Peacekeepers and Javelin
Soldiers. Bomb the enemy Barracks and the Super-Reactor, then keep bombing
farther and farther away. Build a Boot Camp and a few Peacekeepers so they and
the Riptides can push forward and kill Flak Troopers. Build another Airbase and
more Vindicators. Destroy the 2 Super-Reactors on your side of the base. Erect
an Armor Facility and get Heightened Clearance so you can build a few Guardians
to defend your base, then start bombing the Barracks, War Factory, and
Construction Yard holding Tanya. Build more Airbases when you can afford it.
Destroy the Iron Curtain.
The battlefield expands and the enemy now has Apocalypse Tanks, but you can
simply bomb the HQ without engaging them.
===================
Allies 4: Gibraltar [CW204]
Enemy of Our Enemy
===================
Starting Resources: 10,000
Starting Buildings: None
Starting Units: Tanya
Produceable Buildings: Airbase
Armor Facility
Boot Camp
Fortress Wall
Multigunner Turret
Ore Refinery
Power Plant
Seaport
Produceable Units: Assault Destroyer
Attack Dog
Cryocopter
Dolphin
Engineer
Guardian Tank
Hydrofoil
Javelin
MCV
Multigunner IFV
Peacekeeper
Prospector
Riptide ACV
Spy
Tanya
Vindicator
Top-Secret Protocols: Advanced Aeronautics
Cryoblast
Cryoshot
Surgical Strike
Surveillance Sweep
Objective 1: Destroy the Hangars
Objective 2: Recover the Assault Destroyers
Objective 3: Destroy the Imperial Base
Secondary Objective 1: Eliminate the King Oni
Secondary Objective 2: Set Up an Expansion Base in the Southwest
Walkthrough:
You control Tanya while your co-commander controls Natasha. Head north and kill
the numerous Imperial Warriors. Use the Timebelt liberally. Continue northwest
and slaughter more Imperial Warriors and Tankbusters. A few Tsunami Tanks come
up the road behind them. Head up the mountain to destroy the King Oni, then
return. March northwest and let Natasha call an air strike on the garrisoned
building. Enter a building northwest of that and kill infantry, but exit before
Tankbusters level it. Finish off the hostiles and destroy the Instant Dojo.
Proceed northwest and shoot the landed Sky Tengu to clear the runways. Polish
off the few remaining Tankbusters and raze the base.
You now have a Construction Yard. Use Tanya to defend the base while you put up
a Power Plant and 2 Ore Refineries. You soon receive reinforcements of 3
Cryocopters. Build an Airbase and another Power Plant, and place a Multigunner
Turret on the northwest side of your base as well. Produce Vindicators and
move your Construction Yard closer to the sea. Build a Seaport and get out a
few Hydrofoils. Bomb the Docks to the west while Hydrofoils take out Sky Tengu
and Cryocopters freeze and shrink Tsunamis for the convenience of your
co-commander. Build another Airbase with Vindicators and bomb the 4 Defenders
guarding the Assault Destroyers after your co-commander attacks, putting the
turrets in anti-ground mode.
You now have Assault Destroyers and can build there. Take out the base there
and expand. There is another ore mine east of the former base guarded by 2 King
Oni, which you can bomb safely. Expand there as well. Build Assault Destroyers,
replace any lost Cryocopters, and make sure you have a few Hydrofoils set to
weapon jamming. An Imperial force soon attacks from the south and attempts to
establish a base. It has Yari Mini-Subs, Naginata Cruisers, and Shogun
Battleships, so shrink, freeze, and jam as many ships as possible while bombing
them. After crushing this attack, a swarm of Tsunamis will probably come from
the north, so dispatch it similarly. Reinforce your army and build another
Multigunner Turret or two to defend your base. Bomb the Docks in the north.
Once those are destroyed, move your Assault Destroyers with Cryocopter support
onto the mainland and advance into the eastern side of the Imperial base. The
Mecha Bays there churn out Tsunamis. Assign one Cryocopter to freeze the
closest Bay while the rest of your force fights off the Tsunamis. Shatter the
Bay when it is frozen and continue to the next. Use Vindicators to bomb the
Defender-VXs and Cryoblast the Striker-VXs. Once the Mecha Bays are gone,
eliminate the Construction Yard.
=========================
Allies 5: North Sea [CW205]
The Unfathomable Fortress
=========================
Starting Resources: 0
Starting Buildings: None
Starting Units: Dolphin (4)
Hydrofoil (4)
Produceable Buildings: Airbase
Armor Facility
Boot Camp
Fortress Wall
Multigunner Turret
Ore Refinery
Power Plant
Seaport
Produceable Units: Aircraft Carrier
Apollo Fighter
Assault Destroyer
Attack Dog
Century Bomber
Cryocopter
Dolphin
Engineer
Guardian Tank
Hydrofoil
Javelin
MCV
Multigunner IFV
Peacekeeper
Prospector
Riptide ACV
Spy
Tanya
Vindicator
Top-Secret Protocols: Advanced Aeronautics
Cryoblast
Cryoshot
Surgical Strike
Surveillance Sweep
Time Bomb
Objective 1: Protect the Salvage Ship
Objective 2: Destroy the First Radar Ship
Objective 3: Destroy the Second Radar Ship
Objective 4: Capture Both Fortress Power Cores
Secondary Objective 1: Destroy the Generators
Secondary Objective 2: Capture the Generators
Walkthrough:
Naginatas and Chopper-VXs attack alternately. Switch 2 Hydrofoils to weapon
jamming and wipe out all comers.
You now have 4 Spies while your co-commander has Natasha. Use the Imperial
Warrior to the north for a disguise. Send one Spy to infiltrate the first
Instant Generator and wait for Natasha to destroy it. Do the same for the
second and third Generators. Finally, order Natasha to call an air strike on
the Imperial Radar Ship.
For the second ship, you have Tanya and your co-commander has 4 Combat
Engineers. Kill the infantry near the first Generator and order an Engineer to
capture it. Clear a path to the westernmost Generator and do the same, then to
the Generator east of that, then to the final Generator. Destroy the Imperial
Radar Ship.
You receive 10,000 credits, a Construction Yard, and 2 Ore Refineries. Build a
Power Plant. Float an Airbase and start filling it with Vindicators, then a
second Airbase, then a third. Select Advanced Aeronautics. As soon as you have
2 Vindicators, start bombing the Defenders guarding the naval ore mines, then
the Ore Collectors. Keep sending Vindicators out in pairs against the Defenders
guarding the Docks in front of the fortress, then bomb the Docks themselves.
Bomb the 2 Shoguns at the entrance to the fortress, ideally before they head
for your base. Bomb the Naginatas. Bomb everything. Meanwhile, erect a
Multigunner Turret or two in your base and build a Seaport. Get out a few
Hydrofoils and Riptides, then build a Prospector and expand to the east. Place
the Command Hub somewhere that allows you to build a Barracks on land and train
Engineers to capture the Oil Derricks. Tech to Max Clearance and build a few
Aircraft Carriers when they become available. Produce more Hydrofoils to escort
your Carriers and start bombarding the fortress. Eliminate all hostile presence
between you and the Power Cores. Load Engineers on 2 Riptides and send them to
the targets. The Power Cores do not stay captured permanently, so move the 2
Engineers in simultaneously.
======================
Allies 6: Mt. Rushmore [CW206]
A Monument to Madness
======================
Starting Resources: 0
Starting Buildings: None
Starting Units: Tanya
Produceable Buildings: Airbase
Armor Facility
Boot Camp
Defense Bureau
Fortress Wall
Multigunner Turret
Ore Refinery
Power Plant
Spectrum Tower
Produceable Units: Apollo Fighter
Attack Dog
Century Bomber
Cryocopter
Engineer
Guardian Tank
Javelin
MCV
Mirage Tank
Multigunner IFV
Peacekeeper
Prospector
Riptide ACV
Spy
Tanya
Vindicator
Top-Secret Protocols: Advanced Aeronautics
Cryoblast
Cryoshot
High Technology
Paratroop Team
Surveillance Sweep
Objective 1: Destroy the Com Tower
Objective 2: Destroy the Rushmore Firebase
Objective 3: Eliminate the President of the United States
Secondary Objective 1: Destroy the Power Plant
Secondary Objective 2: Capture the Jefferson Head Control Center
Secondary Objective 3: Capture the Lincoln Head Control Center
Secondary Objective 4: Capture the Washington Head Control Center
Walkthrough:
You control Tanya while your co-commander had 3 Spies and 3 Engineers. Move
north and kill all the dogs. Order the co-commander to infiltrate the Power
Plant. Destroy the Multigunner Turret while it is unpowered and kill the
Peacekeepers. Destroy the Power Plant and the Boot Camp for good measure. Clear
out the Com Tower's meager defenses and flatten the tower.
You receive 10,000 credits and a Construction Yard. Build a Power Plant, a
Barracks, and an Ore Refinery. Train an Engineer to capture the Oil Derrick and
several Javelin Soldiers to garrison nearby buildings. Build another Power
Plant, an Airbase, and a couple Multigunner Turrets on the north side of your
base. Train a couple Vindicators and 3 Engineers while buying Heightened
Clearance and Max Clearance. Have the Vindicators start bombing the Spectrum
Tower guarding the west ramp into the enemy base, followed by the Multigunner
Turrets inside. Issue Take Position orders to your co-commander to prevent him
from sending his forces on suicide missions against Spectrum Towers. Build
Centuries when available and have them carry Engineers along the edges of the
map to the 3 control buildings. Capture those buildings. Build another Airbase
and train some Apollo Fighters. Get an Armor Facility as well. When you are
granted Mirage Tank reinforcements, send them up the western ramp while
escorted by Apollos and assisted by bombers to destroy all the Power Plants.
After cutting power to the base defenses, destroy the enemy production
buildings and raze the Firebase. Bomb the President's Limo.
======================
Allies 7: Tokyo Harbor [CW207]
Forever Sets the Sun
======================
Starting Resources: 12,000
Starting Buildings: Airbase (2)
Armor Facility
Boot Camp (2)
Construction Yard
Ore Refinery
Power Plant (4)
Seaport
Starting Units: None
Produceable Buildings: Airbase
Armor Facility
Boot Camp
Chronosphere
Defense Bureau
Fortress Wall
Multigunner Turret
Ore Refinery
Power Plant
Seaport
Spectrum Tower
Produceable Units: Aircraft Carrier
Apollo Fighter
Assault Destroyer
Athena Cannon
Attack Dog
Century Bomber
Cryocopter
Dolphin
Engineer
Guardian Tank
Hydrofoil
Javelin
MCV
Mirage Tank
Multigunner IFV
Peacekeeper
Prospector
Riptide ACV
Spy
Tanya
Vindicator
Top-Secret Protocols: Advanced Aeronautics
Cryoblast
Cryoshot
High Technology
Paratroop Team
Surgical Strike
Surveillance Sweep
Time Bomb
Objective 1: Hold out for Soviet Reinforcements
Objective 2: Transport an MCV Across the Harbor
Objective 3: Take Out the Imperial Military
Objective 4: Sink Prince Tatsu's Fleet
Secondary Objective 1: Destroy the Imperial Blockade
Walkthrough:
Build Vindicators, a few Guardians, and a few Javelins. Switch the Javelins to
laser guidance and take out the nanocores coming from the northeast. Select
Advanced Aeronautics and have the Vindicators start bombing the Defender-VXs
and Docks that make up the blockade. Take circuitous routes to avoid Sea Wings.
Purchase Max Clearance and build Mirage Tanks to defend the eastern shore. This
section ends when the timer expires or you destroy the blockade.
You are left with your Construction Yard and some surviving ground forces. Pack
up the Yard and use the Chronosphere you are sent to teleport the MCV and as
many tanks as you can fit across to the designated area on the mainland. You
receive 2 Athena Cannon and 3 Multigunner IFVs as well as about 19,000 credits.
Build an Airbase and fill it with Apollos. Send your forces west to destroy
the superweapon farm, then return to base. Meanwhile, get up Ore Refineries, an
Armor Facility, another Airbase, and a couple Multigunner Turrets. Build more
Mirages and push into the base directly southwest. Expand there when it is
gone. Begin constructing Century Bombers and attack vulnerable production
buildings such as the Docks south of your base. When your army is replenished,
advance on the westernmost base. Distract its defense forces and bomb the Mecha
Bay and Dojo there. At this point the Empire cannot stop you from bombing all
the critical targets, so build your Century count and do so. When Prince Tatsu
brings in his fleet and his Shogun Battleships start bombarding your
co-commander, use the Chronosphere to teleport them onto land.
===================
Allies 8: Havana [CW208]
The Great Bear Trap
===================
Starting Resources: 5,000
Starting Buildings: None
Starting Units: Attack Dog (2)
Spy (2)
Produceable Buildings: Airbase
Armor Facility
Boot Camp
Defense Bureau
Fortress Wall
Multigunner Turret
Ore Refinery
Power Plant
Seaport
Spectrum Tower
Produceable Units: Aircraft Carrier
Apollo Fighter
Assault Destroyer
Athena Cannon
Attack Dog
Century Bomber
Cryocopter
Dolphin
Engineer
Guardian Tank
Hydrofoil
Javelin
MCV
Mirage Tank
Multigunner IFV
Peacekeeper
Prospector
Riptide ACV
Spy
Tanya
Vindicator
Top-Secret Protocols: Advanced Aeronautics
Cryoblast
Cryogeddon
Cryoshot
Deluxe Time Bomb
High Technology
Free Trade
Paratroop Platoon
Paratroop Squad
Paratroop Team
Surgical Strike
Surveillance Sweep
Time Bomb
Objective 1: Investigate Havana for Soviet Activity
Objective 2: Locate a Soviet Base
Objective 3: Destroy the Soviet Base
Objective 4: Destroy the Kirov Launch Facilities
Objective 5: Do Not Let a Kirov Leave Havana
Secondary Objective 1: Recruit a Force of 10 Soviets
Walkthrough:
You must stay near the co-commander's Mirage Tank. Travel with it and bribe
forces as you see fit. The Combat Engineers can capture the Crusher Crane and
War Factory if bribed. The 2 Apocalpyse Tanks that pass by are good targets.
Note that infantry can be crushed by enemy tanks even under the mirage. Make
your way to the base and destroy it.
You receive 5,000 credits, a Construction Yard, 2 Ore Refineries, and 2 Power
Plants. Move your remaining ground forces to the northwest of the stadium near
them and destroy it. Build an Armor Facility and an Airbase. Build a few
Riptides to defend your base against infantry coming from the northwest. Build
Apollos and tech to Max Clearance. Get 2 Athena Cannon and a few Mirage Tanks.
March them north under Apollo cover and destroy the Sentry Guns guarding the
northern base, then raze production buildings. The Airfields are especially
important as the enemy will accumulate MiGs and Twinblades. Keep an eye out for
Kirovs and shoot them down with Apollos as necessary. Build 2 more Airbases;
fill one with Apollos and the other with Century Bombers. Bomb all the
launching pads and keep downing enemy aircraft.
==============================
Allies 9: Leningrad [CW209]
The Moon Shall Never Have Them
==============================
Starting Resources: None
Starting Buildings: None
Starting Units: MCV
Produceable Buildings: Airbase
Armor Facility
Boot Camp
Chronosphere
Defense Bureau
Fortress Wall
Multigunner Turret
Ore Refinery
Power Plant
Proton Collider
Seaport
Spectrum Tower
Produceable Units: Aircraft Carrier
Apollo Fighter
Assault Destroyer
Athena Cannon
Attack Dog
Century Bomber
Cryocopter
Dolphin
Engineer
Guardian Tank
Hydrofoil
Javelin
MCV
Mirage Tank
Multigunner IFV
Peacekeeper
Prospector
Riptide ACV
Spy
Tanya
Vindicator
Top-Secret Protocols: Advanced Aeronautics
Cryoblast
Cryogeddon
Cryoshot
Deluxe Time Bomb
High Technology
Free Trade
Paratroop Platoon
Paratroop Squad
Paratroop Team
Supreme Time Bomb
Surgical Strike
Surveillance Sweep
Time Bomb
Objective 1: Unpack MCV 1 at Chrono Drop Zone 1
Objective 2: Unpack MCV 2 at Chrono Drop Zone 2
Objective 3: Clear the Plateau of Soviets
Objective 4: Destroy All Seven Iron Curtains
Secondary Objective 1: Destroy the Vacuum Imploder
Walkthrough:
Hurry northeast and unpack. Use the 5 Mirage Tanks teleported in to destroy the
Hammer Tanks and Sickles, then the War Factory, then everything else.
You are given 15,000 credits. Set up a Power Plant, Barracks, 2 Ore Refineries,
Power Plant, Airbase, and Armor Facility. Train 2 Engineers to capture the
nearby Oil Derricks. Fill the Airbase with Apollos and send them across the
river. Try to get Soviet forces to follow them so your Mirages can tear them
apart on the bridge. Produce a Riptide and fill it with Engineers, then make 6
or so Multigunner IFVs. Purchase Heightened Clearance and start building
Guardians as well as more IFVs. After you have dragged the bulk of the Soviet
armor across the bridge to destruction, head into the enemy base. Capture the
War Factories and sell them. Destroy the Sentry Guns and Reactors and capture
all the other buildings. Sell all except the Iron Curtain and Super-Reactor.
Use the money to build a Chronosphere, more IFVs, and a Defense Bureau followed
by a Proton Collider. March north when you have many IFVs and 1 or 2 Airbases
full of Apollos. Use the Iron Curtain on your Mirages and Guardians to take
out the tanks and Airfields quickly while your IFVs and Apollos shoot down
Twinblades. Capture the Iron Curtain and sell it or the one you already have.
Employ the Iron Curtain to prevent damage while you destroy the garrisoned
buildings around the easternmost Iron Curtain, then capture and sell it. Tech
up to Max Clearance. When Krukov brags about his new Vacuum Imploder, he gives
you vision of a spot between it and his Iron Curtain. Teleport a Riptide loaded
with Engineers to capture and sell them both as well as anything else you can
manage. Assist your co-commander destroy any remaining Iron Curtains with your
Proton Collider, Surgical Strikes, Supreme Time Bombs, and some Century Bombers
if necessary. Gather your ground forces and put Tanya in a Riptide or IFV. When
the last Curtain falls, send this force next to the shuttle pad via
Chronosphere, unload Tanya, and destroy the shuttle.
=========================
Empire 1: Vorkuta [CW301]
The Death of Father Frost
=========================
Starting Resources: 0
Starting Buildings: None
Starting Units: Imperial Warrior (5)
Sudden Transport
Produceable Buildings: None
Produceable Units: None
Top-Secret Protocols: None
Objective 1: Destroy the Reactors
Objective 2: Destroy the Statues around the Square
Objective 3: Bring Down the Tesla Coils
Objective 4: Destroy the Soviet Navy at Harbor
Secondary Objective 1: Destroy All of the Barracks
Secondary Objective 2: Capture the Hospital
Walkthrough:
Disguise your Sudden Transport as a Bullfrog and head towards the western
reactor. If your co-commander is AI, he will unload his Tankbusters near the
first Conscript guarding the shore, so unload your Warriors and kill the
Conscripts first. Escort the Tankbusters to the Reactor. Once it is gone, head
to the eastern Reactor and use the Final Squadron X you are granted for
destroying Reactors to level it.
You receive another Sudden Transport and 5 Tankbusters as reinforcements. The
city is filled with Conscripts, Tesla Troopers, and a Hammer Tank, none of
which can challenge your forces. If you approach the bridge at the north side
of the map, you get 5 Shinobi. Approaching the Hospital between the southern
monuments activates the second bonus objective; you receive a Sudden Transport
loaded with 2 Engineers to accomplish it. Destroy all the targets.
Soon after the third objective is assigned, the fog of war over the docks area
lifts. This allows you to use Final Squadrons on all 3 Reactors powering the
Tesla Coils.
Afterwards you receive 6 Yari Mini-Subs. The only threat to them are land-bound
Flak Troopers, so keep them away from the shore and sink the Soviet fleet.
============================
Empire 2: Stalingrad [CW302]
To Conquer Shattered Spirits
============================
Starting Resources: 8,000
Starting Buildings: None
Starting Units: Mecha Tengu (4)
MCV
Produceable Buildings: Defender-VX
Fortress Wall
Instant Dojo
Instant Generator
Mecha Bay
Ore Refinery
Produceable Units: Burst Drone
Engineer
Imperial Warrior
Mecha Tengu
Ore Collector
Shinobi
Sudden Transport
Tankbuster
Tsunami Tank
Top-Secret Protocols: Emperor's Rage
Final Squadron
Objective 1: Establish a Base
Objective 2: Destroy the Mother Russia Statue
Objective 3: Defend the Transports
Secondary Objective 1: Destroy All Soviet Monuments
Walkthrough:
Move east and kill the Flak Troopers. Switch to Sky Tengu and fly east to shoot
down the Twinblades. Revert to Mecha Tengu and wipe out the Conscripts. Unpack
your MCV in the designated area.
Set up an Instant Generator and 2 Ore Refineries. Build another Generator, a
Mecha Bay, and a Dojo. Begin spamming Mecha Tengu. Train an Engineer and a few
Tankbusters. Move your Mecha Tengu west to clear a path while the Engineer
capture the Oil Derrick and the Tankbusters wreck the monument. Return the
Tengu and Tankbusters to base to regroup before pushing north. Clear a path to
the ore mine and expand there. Fortify the mine with a Defender. Head northeast
and destroy the monuments with Tankbusters while the Tengu pick up all the cash
crates. Tech up the Mecha Bay and start building Tsunami Tanks. Convert four or
so Tengu to Sky mode because of upcoming Twinblades and push to the Soviet
base. When you reach the triple Sentry Guns, bring up Tsunamis and activate
Emperor's Rage on them to break through. Take the base apart and continue
reinforcing. Build another Mecha Bay to keep up production. Do not destroy the
Mother Russia statue right away. Instead, continue increasing the army and
spread Defender-VXs along the river. Station Mecha Tengu, Sky Tengu, Tsunamis,
and Tankbusters all along the river as well. Destroy the statue when ready.
10 Transports must reach the west side. The Soviets send Apocalypse Tanks
first, then Bullfrogs loaded with troops, then Twinblades. The mission ends
when all the Transports exit. Transports sometimes get stuck on units in the
river, so move your amphibious units out of the way when required.
=================================
Empire 3: Odessa [CW303]
Behold the Mighty Saint of Swords
=================================
Starting Resources: 0
Starting Buildings: None
Starting Units: Chopper-VX (4)
Produceable Buildings: None
Produceable Units: None
Top-Secret Protocols: Emperor's Rage
Final Squadron
Point-Defense Drones
Objective 1: Escort the Transports
Objective 2: Destroy the Artillery Bases
Objective 3: Destroy the Soviet Bases
Secondary Objective 1: Destroy the Landmarks
Walkthrough:
Immediately fly to the nearest group of Stingrays and start bombing them. Take
out the nearest 4 Stingrays and send one Chopper to get the next pair, after
which it should head west to sink 2 more. Have the remaining 3 hunt Akulas,
starting with the second one from the east. Have these continue west, sinking
Akulas. When you are about halfway across the sea, have the lone Chopper land
on the platform and send another to join it. After destroying the westernmost
Akula, have them land on the platform as well. Twinblades come in to destroy
the transports. This section is incredibly time-sensitive and may take several
tries to get the Akula positions and timing down.
Now you have the Shogun Executioner, which means the mission is already over.
Attack all the targets to win. Use the Executioner's special ability to destroy
the giant artillery pieces quickly. Using Hold Fire Stance is helpful so the
Executioner does not destroy the Stingrays and Tesla Troopers attacking it;
their Tesla weapons recharge the Executioner's health faster than Twinblades
can reduce it.
============================
Empire 4: Pearl Harbor [CW304]
Graveyard of a Foolish Fleet
============================
Starting Resources: 1,000
Starting Buildings: Construction Yard
Defender-VX (2)
Docks
Instant Dojo
Instant Generator (5)
Mecha Bay
Nanotech Mainframe
Ore Refinery (2)
Starting Units: Defender Core (5)
Engineer (2)
Imperial Warrior (2)
Mecha Tengu (2)
Striker-VX (2)
Tankbuster
Tsunami Tank (2)
Yari Mini-Sub (2)
Produceable Buildings: Defender-VX
Docks
Fortress Wall
Instant Dojo
Instant Generator
Mecha Bay
Nanoswarm Hive
Ore Refinery
Produceable Units: Burst Drone
Engineer
Imperial Warrior
Mecha Tengu
Ore Collector
Naginata Cruiser
Shinobi
Sudden Transport
Striker-VX
Tankbuster
Tsunami Tank
Yari Mini-Sub
Top-Secret Protocols: Emperor's Rage
Emperor's Revenge
Final Squadron
Honorable Discharge
Point-Defense Drones
Objective 1: Defend Pearl Harbor
Objective 2: Destroy the Allies' Assault Base
Secondary Objective 1: Capture the Long Range Radar Towers
Secondary Objective 2: Defend the Long Range Radars
Walkthrough:
Capture the Radar Towers. Build a few extra Mecha Tengu and Striker-VXs and
spread them around the map. Set up the Defender Cores at the inlet. Build a
Sudden Transport and put an Engineer in it. Start spamming Yaris. When the
Allies arrive, disguise the Sudden Transport and send it into the enemy base;
the enemy has no detection but knows your Transport is a fake, so it keeps some
of its navy nearby it. Use your Yaris to back up the Defenders against the
initial Hydrofoil and Dolphin push. Afterward, push forward and have the Yaris
(with help from Final Squadron) destroy a Seaport or three and retreat. The
enemy begins airdropping forces, so be ready with Striker/Choppers and Tengu to
take out small detachments around the harbor. Reinforce your Yaris and sink
more buildings when it seems feasible. When you receive a flotilla of Naginatas
and the ability to build more, push in and take out any remaining Seaports and
the Construction Yard which are out of the range of the Spectrum Towers and
Multigunner Turrets. Withdraw and build up your anti-air, both Tengu and
Strikers, and defend until the timer expires.
The fleet arrives with several Naginatas and Yaris along with 5 Shogun
Battleships. Combine this force with your existing navy and crush the Allies.
=============================
Empire 5: Pacific Ocean [CW305]
Assault on the Black Tortoise
=============================
Starting Resources: 0
Starting Buildings: None
Starting Units: Naginata Cruiser (5)
Shogun Battleship (2)
Produceable Buildings: Defender-VX
Docks
Fortress Wall
Instant Dojo
Instant Generator
Mecha Bay
Nanoswarm Hive
Ore Refinery
Produceable Units: Burst Drone
Engineer
Imperial Warrior
Mecha Tengu
Naginata Cruiser
Ore Collector
Rocket Angel
Sea Wing
Shinobi
Shogun Battleship
Sudden Transport
Striker-VX
Tankbuster
Tsunami Tank
Yari Mini-Sub
Top-Secret Protocols: Emperor's Rage
Emperor's Revenge
Final Squadron
Final Squadron X
Fortified Fleet
Honorable Discharge
Point-Defense Drones
Objective 1: Stop the Allied MCVs
Objective 2: Repair the Fortress Power Cores
Objective 3: Protect the Fortress Power Cores
Objective 4: Destroy the Allied Assault Forces
Secondary Objective 1: Escort the Engineers to the Power Cores in 3 Minutes
Walkthrough:
After destroying the first set of MCVs, you receive 3 Rocket Angels of your
own. They are more useful in whip mode for now. When the fleet of Assault
Destroyers and Riptides accompanied by Cryocopters comes in, make sure to down
the Cryocopters first and use the Naginata special ability when it will not hit
friendlies.
You lose your Naginatas and Shoguns but gain Engineers, Sky Wings, and 5,000
credits. Rush the Engineers toward the Power Cores. Swiftly fly the Sky Wings
and Rocket Angels to the hostiles and kill them. Ideally, the Angels take on
Riptides while the Sky Wings handle infantry. If you lose your Engineers, you
get 4 more.
You now have an Instant Dojo, Mecha Bay, Docks, and 2 Ore Refineries. Start
building a few more Sea Wings and convert your Sky Wings to sub mode. An MCV,
Generator Core, Refinery Core, Mainframe Core, and the fleet from section one
soon arrive as well. Unpack the MCV, Generator, and Mainframe where they are
and send the Refinery Core to an open spot on the fortress. Sail on the
westernmost Allied base immediately. Have the Shoguns fire on the Multigunner
Turrets and use the Naginata spread torpedoes on the Assault Destroyers while
Sea Wings wreck the Cryocopters. Flatten the base and expand there while
building more Naginatas and Shoguns. Go straight to the next base, level it,
and continue to the last.
==========================
Empire 6: Santa Monica [CW306]
Rage of the Black Tortoise
==========================
Starting Resources: 10,000
Starting Buildings: None
Starting Units: Wave-Force Tricannon (2)
Produceable Buildings: Defender-VX
Docks
Instant Dojo
Instant Generator
Fortress Wall
Mecha Bay
Nanoswarm Hive
Nanotech Mainframe
Ore Refinery
Wave-Force Tower
Produceable Units: Burst Drone
Engineer
Imperial Warrior
MCV
Mecha Tengu
Naginata Cruiser
Ore Collector
Rocket Angel
Sea Wing
Shinobi
Shogun Battleship
Sudden Transport
Striker-VX
Tankbuster
Tsunami Tank
Wave-Force Artillery
Yari Mini-Sub
Top-Secret Protocols: Balloon Bombs
Emperor's Rage
Emperor's Revenge
Final Squadron
Fortified Fleet
Honorable Discharge
Point-Defense Drones
Objective 1: Clear a Landing Zone
Objective 2: Capture the Media Centers
Secondary Objective 1: Capture the International Airport
Secondary Objective 2: Destroy the Observatory Cannon
Secondary Objective 3: Destroy the Amusements
Walkthrough:
You control the almighty Tricannon. Enjoy it while it lasts.
You now have a Construction Yard. Build an Instant Generator, Instant Dojo, and
Instant Generator. Train 6 Engineers and have the first pick up the nearby cash
crate and capture the Oil Derrick. Build 2 Ore Refineries and a Mecha Bay.
Construct a Sudden Transport and load it with Engineers. Take it southeast and
drop off one Engineer at the Oil Derrick, then continue east. Capture the MCV
and an Ore Refinery or Airbase. Build a Barracks there and train Engineers to
capture all the buildings, which you then sell. Capture the International
Airport tower as well. Meanwhile, build a few Mecha Tengu and another Sudden
Transport, then tech up the Mecha Bay. Disguise the Sudden Transport, train
more Engineers and pick them up, and take the Transport to the northeast where
the main Allied base is. Capture some Ore Refineries or production buildings
and sell them. Meanwhile, build a few Tsunami Tanks and erect a Nanotech
Mainframe. Tech up the Mecha Bay again. Keep sending out Sudden Transports with
Engineers to gut the Allied infrastructure and use the money to buy a couple
Wave-Force Towers and Defender-VXs for your base. Build a Wave-Force Artillery
when the Mecha Bay is able and take out the defenses and Seaports of the Allied
base directly north. Capture the Construction Yard and Ore Refinery there and
fortify it with turrets. Build up a force of Tsunamis and Mecha Tengu to
escort a couple Wave-Force Artillery around the map to destroy the Spectrum
Towers guarding the Media Centers. Once the Towers are gone, shuttle Engineers
to the Centers and capture them.
=====================
Empire 7: Yokohama [CW307]
Barbarians at the Bay
=====================
Starting Resources: 3,000
Starting Buildings: None
Starting Units: Yuriko Omega
Produceable Buildings: Defender-VX
Docks
Instant Dojo
Instant Generator
Fortress Wall
Mecha Bay
Nanoswarm Hive
Nanotech Mainframe
Ore Refinery
Psionic Decimator
Wave-Force Tower
Produceable Units: Burst Drone
Engineer
Imperial Warrior
King Oni
MCV
Mecha Tengu
Naginata Cruiser
Ore Collector
Rocket Angel
Sea Wing
Shinobi
Shogun Battleship
Sudden Transport
Striker-VX
Tankbuster
Tsunami Tank
Wave-Force Artillery
Yari Mini-Sub
Yuriko Omega
Top-Secret Protocols: Advanced Rocket Pods
Balloon Blowout
Balloon Bombs
Emperor's Rage
Emperor's Revenge
Final Squadron
Fortified Fleet
Honorable Discharge
Point-Defense Drones
Objective 1: Retake the Forward Bases
Objective 2: Hold Out for Reinforcements
Objective 3: Destroy the Allied Relay Stations
Secondary Objective 1: Capture the Nanoswarm Hives
Secondary Objective 2: Destroy the Soviet Forces
Walkthrough:
The path is linear, so follow it. 2 King Oni join you at the wall and 6 Shinobi
at the infantry barricade. At the bases, send in the King Oni first to soak up
damage and follow with Yuriko to use Psychokinetic Burst. Free the bases from
west to east and assign your co-commander one of the eastern bases. Start
building 2 Shoguns, 3-4 Naginatas, and a large number of Sea Wings as soon as
you free the Docks. When all 4 bases are clear, move your fleet out with
Yuriko and sink the Aircraft Carriers and Seaports. Withdraw to the north after
destroying the Seaports and bombard Allied targets within reach.
When you receive a Construction Yard, Dojo Core, and Refinery Core, expand to
the western ore mines. A small Soviet fleet comes in from the northwest. Sink
it. There are Soviet Naval Yards now, so destroy them. Keep bringing in more
Sea Wings while bombarding the enemy buildings. When the hostile air presence
falters, start building more Shoguns and send Yuriko up on land to finish off
the stations.
=========================
Empire 8: Moscow [CW308]
Crumble, Kremlin, Crumble
=========================
Starting Resources: 6,000
Starting Buildings: Construction Yard
Instant Dojo
Instant Generator (2)
Mecha Bay
Ore Refinery (2)
Starting Units: Defender Core (2)
Imperial Warrior (5)
Sudden Transport
Tower Core
Produceable Buildings: Defender-VX
Docks
Instant Dojo
Instant Generator
Fortress Wall
Mecha Bay
Nanoswarm Hive
Nanotech Mainframe
Ore Refinery
Psionic Decimator
Wave-Force Tower
Produceable Units: Burst Drone
Engineer
Imperial Warrior
King Oni
MCV
Mecha Tengu
Naginata Cruiser
Ore Collector
Rocket Angel
Sea Wing
Shinobi
Shogun Battleship
Sudden Transport
Striker-VX
Tankbuster
Tsunami Tank
Wave-Force Artillery
Yari Mini-Sub
Yuriko Omega
Top-Secret Protocols: Advanced Rocket Pods
Balloon Bombs
Balloon Bomb Barrage
Balloon Bomb Blowout
Emperor's Rage
Emperor's Retribution
Emperor's Revenge
Final Squadron
Final Squadron X
Fortified Fleet
Honorable Discharge
Point-Defense Drones
Robotic Assembly
Sleeper Ambush
Objective 1: Await the Shogun Executioner
Objective 2: Destroy All Soviet Forces and the Kremlin
Objective 3: The Shogun Executioner Must Survive
Objective 4: Destroy the Time Machine
Secondary Objective 1: Capture the Soviet V.I.P. Bunkers
Walkthrough:
Unload the Sudden Transport and unpack the turret cores on the northwest road
immediately. Build a few Engineers and load them in the Sudden Transport.
Disguise the Transport and drive it to the Soviet V.I.P. Bunker; watch out for
War Bears. Capture the Bunker and sell your new Soviet buildings. Meanwhile,
build a Nanotech Mainframe, tech up the Dojo, and train Yuriko Omega. Start
spamming Mecha Tengu and later Rocket Angels. Use Take Position orders to stop
your co-commander's futile attacks on the Tesla Coil-guarded ramps. When the
Shogun Executioner arrives, take it onto the high ground and destroy the nearby
Soviet ground forces as well as the Tesla Coils guarding the ramps. Use your
Sudden Transport (build a new one if necessary) to take more Engineers to
capture the second V.I.P. Bunker. Sell your new buildings. Rampage across the
map with the Shogun Executioner escorted by Sky Tengu and Rocket Angels. Use
Yuriko to defend your base.
Continue to the Kremlin and destroy it. When the helicopter carrying the Time
Machine flies out, shoot it down.
=============================
Empire 9: Amsterdam [CW309]
The Last Red Blossom Trembled
=============================
Starting Resources: 5,000
Starting Buildings: None
Starting Units: Imperial Warrior (6)
King Oni (2)
Tankbuster (4)
Yuriko Omega
Produceable Buildings: Defender-VX
Docks
Instant Dojo
Instant Generator
Fortress Wall
Mecha Bay
Nanoswarm Hive
Nanotech Mainframe
Ore Refinery
Psionic Decimator
Wave-Force Tower
Produceable Units: Burst Drone
Engineer
Imperial Warrior
King Oni
MCV
Mecha Tengu
Naginata Cruiser
Ore Collector
Rocket Angel
Sea Wing
Shinobi
Shogun Battleship
Sudden Transport
Striker-VX
Tankbuster
Tsunami Tank
Wave-Force Artillery
Yari Mini-Sub
Yuriko Omega
Top-Secret Protocols: Advanced Rocket Pods
Balloon Bombs
Balloon Bomb Barrage
Balloon Bomb Blowout
Emperor's Rage
Emperor's Retribution
Emperor's Revenge
Final Squadron
Final Squadron Omega
Final Squadron X
Fortified Fleet
Honorable Discharge
Point-Defense Drones
Robotic Assembly
Sleeper Ambush
Objective 1: Destroy the Allied Advance Base
Objective 2: Destroy the Allied Air Base
Objective 3: Destroy the Final Allied Base
Objective 4: Destroy the FutureTech HQ
Secondary Objective 1: Neutralize the Proton Colliders
Walkthrough:
Have Yuriko shatter the buildings while the rest of your forces take out the
troops. Unpack the MCV and unfurl the nanocores right away. Build a couple
Defender-VXs and station them on the north side of your base in anti-air mode.
Build a Sudden Transport and a few Engineers. Disguise the Transport and
capture then sell the air base's Construction Yard. Watch out for Attack Dogs.
Tech up the Mecha bay and build a few Striker-VXs. Build a Nanotech Mainframe
and tech up again. Build a Wave-Force Artillery and more King Oni. Use the
Artillery to take out the defenses on the bridges leading into the air base.
Take out the base itself next. The major threat to your army throughout this
mission is the Athena Cannon, so have King Oni rush them quickly. Make sure
to destroy all the Power Plants. The Allies retaliate and cripple your base,
but victory is easily achievable now. Try to expand to the former air base
while your remaining forces head north. There is a Power Plant farm guarded
by Spectrum Towers. Destroy the nearest Tower, either with Wave-Force Artillery
if you still have one or the King Oni's rush if you don't. Head around to the
north side and destroy all the Power Plants. The Allies are effectively
crippled at this point. Repair and rebuild your base while doing this and build
more King Oni and Wave-Force Artillery. Take out the Proton Collider with
Artillery and continue to the final Allied base. It has little defense, so roll
over it. Continue to the FutureTech HQ and attack it.
You now have 2 Mecha Tengu, 5 Rocket Angels, and 1 King Oni. Join your
co-commander and fight. Use all your top-secret protocols and micromanage
Rocket Angels using the whip to wipe out the enemy. Raze the HQ.
--------
Factions [FA000]
--------
=========
Allies [FA010]
=========
The Allies revel in their air power and disabling abilities. Their navy is
somewhat pathetic and must be supported by air. Their tech and building methods
are moderately inconvenient.
Buildings [FA011]
---------
Allied buildings spawn a Peacekeeper when sold or destroyed unless the building
is on water (in which case it spawns nothing) or it is the Construction Yard,
which spawns an Engineer (whether it is on water or land).
--Airbase--
produces Allied aircraft. It has pads to repair and rearm 4 planes.
Credits: 1,000
Build Time: 0:15
Power: 50
Requirements: Power Plant
Amphibious: Yes
Builds: Vindicator
Apollo Fighter
Cryocopter
Century Bomber
--Armor Facility--
produces and repairs Allied land vehicles.
Credits: 2,000
Build Time: 0:20
Power: 50
Requirements: Ore Refinery
Amphibious: No (land only)
Builds: Prospector
Riptide ACV
Multigunner IFV
Guardian Tank
Athena Cannon
Mirage Tank
MCV
--Boot Camp--
builds Allied infantry.
Credits: 500
Build Time: 0:10
Power: 25
Requirements: None
Amphibious: No (land only)
Builds: Attack Dog
Peacekeeper
Javelin Soldier
Engineer
Spy
Tanya
--Chronosphere--
can teleport all the units in a large area to another part of the map. It has
a 3-minute cooldown.
Credits: 3,000
Build Time: 0:30
Power: 75
Requirements: Airbase
Amphibious: Yes
Builds: Nothing
--Command Hub--
creates a construction radius to establish expansions. It can be upgraded with
Heightened Clearance and Max Clearance just like the Construction Yard.
Credits: N/A (1,400 for Prospector)
Build Time: 0:10 (0:20 for Prospector)
Power: 0
Requirements: None
Amphibious: No
Builds: Nothing
--Construction Yard--
constructs all other buildings except the Command Hub. It also provides 50
power. The Construction Yard can be upgraded with Heightened Clearance and Max
Clearance, which allow the Yard and other buildings within its construction
radius to produce higher tiers of buildings and units. Heightened Clearance
costs 1,500 credits and takes 15 seconds to research. Max Clearance costs 3,000
credits and takes 1 minute to research. The Construction Yard can pack up into
an MCV.
Credits: N/A (5,000 for MCV)
Build Time: 0:02 (1:00 for MCV)
Power: 0
Requirements: None
Amphibious: Yes
Builds: Power Plant
Boot Camp
Ore Refinery
Armor Facility
Seaport
Airbase
Defense Bureau
Fortress Wall
Multigunner Turret
Spectrum Tower
Chronosphere
Proton Collider
--Defense Bureau--
is a prerequisite for the Spectrum Tower and Proton Collider.
Credits: 1,500
Build Time: 0:10
Power: 75
Requirements: Ore Refinery, Airbase
Amphibious: Yes
Builds: Nothing
--Fortress Wall--
Credits: 10 (per segment)
Build Time: 0:05
Power: 0
Requirements: None
Amphibious: No (land only)
Builds: Nothing
--Multigunner Turret--
The Multigunner Turret fires rockets at land and naval units by default. It can
house a single infantry unit, and doing so changes its behavior. A Peacekeeper
improves its anti-infantry power and lets it hit all units in a small area. A
Javelin Soldier allows it to attack air units. An Engineer converts the turret
into a repair station for nearby vehicles. A Spy makes the turret into an
anti-infantry sniper weapon. Tanya improves its anti-infantry performance.
Credits: 800
Build Time: 0:20
Power: 25
Requirements: Power Plant
Amphibious: Yes
Builds: Nothing
--Ore Refinery--
receives ore loads and converts them to credits. It comes with a Prospector
when built and can produce more.
Credits: 2,000
Build Time: 0:20
Power: 50
Requirements: Power Plant
Amphibious: Yes
Builds: Prospector
--Power Plant--
provides 100 power.
Credits: 800
Build Time: 0:10
Power: 0
Requirements: None
Amphibious: Yes
Builds: Nothing
--Proton Collider--
destroys anything in the target area short of a Construction Yard. It has a
6-minute cooldown.
Credits: 5,000
Build Time: 0:30
Power: 75
Requirements: Defense Bureau
Amphibious: Yes
Builds: Nothing
--Seaport--
produces and repairs Allied naval units.
Credits: 1,000
Build Time: 0:20
Power: 50
Requirements: Ore Refinery
Amphibious: No (water only)
Builds: Prospector
Dolphin
Riptide ACV
Assault Destroyer
Aircraft Carrier
MCV
--Spectrum Tower--
fires beams at land and naval units. Spectrum Towers built close together
reinforce one another to increase firepower.
Credits: 1,200
Build Time: 0:30
Power: 75
Requirements: Power Plant, Defense Bureau
Amphibious: Yes
Builds: Nothing
Units [FA012]
-----
--Aircraft Carrier--
is a naval artillery unit. It launches drone bombers with an enormous range,
though they have a long minimum range like other artillery weapons.
Building: Seaport
Credits: 2,000
Build Time: 0:30
Requirements: Max Clearance
Amphibious: No (water only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Blackout Missile
Ability Effect: Launches a missile that disables all vehicles and buildings in
a large area for 10 seconds.
Ability Cooldown: 1:00
--Assault Destroyer--
is an anti-armor unit. Its Black Hole Armor reduces the damage it receives and
redirects fire meant for nearby friendlies to itself. It cannot fire in Black
Hole Armor mode.
Building: Seaport
Credits: 1,800
Build Time: 0:20
Requirements: Heightened Clearance
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Black Hole Armor / Main Gun
Ability Effect: Toggles between normal mode and Black Hole Armor mode
Ability Cooldown: 0:02
--Athena Cannon--
is an artillery unit which calls down a satellite laser which damages anything
under it for a few seconds. Individual units are likely to move before taking
full damage, but masses of units and especially buildings will take enormous
damage. The Athena Cannon has far better range than turrets but is vulnerable
to units because of its long minimum range. When it activates the Aegis Shield,
it becomes disabled for the 20 seconds the shield is active.
Building: Armor Facility
Credits: 1,400
Build Time: 0:20
Requirements: Max Clearance
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Aegis Shield
Ability Effect: Creates a shield that allegedly repels enemy fire
Ability Cooldown: 0:20
--Attack Dog--
A fast scout that sees through disguises and kills most infantry in one hit
Building: Boot Camp
Credits: 200
Build Time: 0:02
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Amplified Bark
Ability Effect: Stuns nearby enemy infantry
Ability Cooldown: 1:00
--Apollo Fighter--
is a fast, powerful air-superiority fighter. It must return to its pad to
refill its ammunition.
Building: Airbase
Credits: 1,000
Build Time: 0:10
Requirements: None
Amphibious: No
Flying: Yes
Anti-Ground: No
Anti-Air: Yes
Ability Name: Return to Base
Ability Effect: Returns to its pad by the shortest route
Ability Cooldown: None
--Century Bomber--
is a heavy bomber and infantry transport. It drops its bombs in a line, making
it difficult to hit moving or spread out targets. It must return to its pad to
rearm after dropping its bombs. It can transport up to 5 infantry units.
Building: Airbase
Credits: 2,000
Build Time: 0:20
Requirements: Max Clearance
Amphibious: No
Flying: Yes
Anti-Ground: Yes
Anti-Air: No
Ability Name: Paradrop
Ability Effect: Passenger infantry parachutes to the ground below
Ability Cooldown: None
--Cryocopter--
is a special support unit. Its freeze ray does no damage but rather slows and
eventually immobilizes its target. A completely frozen target can be destroyed
by a single hit from almost any unit. A shrunken vehicle moves faster but has
less firepower and durability and runs the risk of being crushed.
Building: Airbase
Credits: 1,600
Build Time: 0:15
Requirements: Heightened Clearance
Amphibious: No
Flying: Yes
Anti-Ground: Yes
Anti-Air: No
Ability Name: S.H.R.I.N.K. Beam
Ability Effect: Shrinks target vehicle for 20 seconds
Ability Cooldown: 0:10
--Dolphin--
is a naval scout. Its sonic weaponry is reasonably powerful against buildings.
Building: Seaport
Credits: 750
Build Time: 0:10
Requirements: None
Amphibious: No (water only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: High Jump
Ability Effect: Leaps to designated point
Ability Cooldown: 0:20
--Engineer--
is a support unit which enters neutral and enemy buildings to take them over or
friendly buildings to repair them. The Engineer is lost when it performs one of
these functions. In Skirmish and Multiplayer, capturing an enemy building is a
3-second process, but in the single-player campaign it is instant. When in
First-Aid Tent mode, the Engineer becomes immobile and regenerates the health
of friendly infantry over the radius of about 3 Peacekeepers.
Building: Boot Camp
Credits: 500
Build Time: 0:10
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: First-Aid Tent / Pack Up
Ability Effect: Toggles between normal behavior and the first aid tent
Ability Cooldown: None
--Guardian Tank--
is an anti-armor tank. Its cannon is moderately effective against buildings but
pathetic against infantry, so it normally crushes infantry instead. Its target
painter increases the damage taken by the target and is useful in larger
groups, such as four or more Guardians.
Building: Armor Facility
Credits: 950
Build Time: 0:10
Requirements: Heightened Clearance
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Target Painter / Main Gun
Ability Effect: Toggles between firing its cannon and using a target painter
Ability Cooldown: 0:02
--Hydrofoil--
is a naval anti-air and support unit. Its weapon jammer prevents one target
from firing. The jammer works against naval and ground units in range as well
as aircraft.
Building: Seaport
Credits: 900
Build Time: 0:10
Requirements: None
Amphibious: No (water only)
Flying: No
Anti-Ground: No
Anti-Air: Yes
Ability Name: Weapon Jammer / AA Mode
Ability Effect: Toggles between anti-aircraft weaponry and weapon jamming
Ability Cooldown: None
--Javelin Soldier--
is an anti-vehicle and anti-building unit. When in Laser-Guided Mode, the unit
takes a couple seconds to aim at its target before firing but then launches an
endless stream of rockets. This mode is useful for attacking tough targets with
relatively low numbers of attackers, such as a Power Plant with one or two
Javelin Soldiers.
Building: Boot Camp
Credits: 400
Build Time: 0:05
Requirements: None
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: Yes
Ability Name: Laser-Guided Mode / Self-Guided Mode
Ability Effect: Toggles between normal fire and rapid fire
Ability Cooldown: None
--MCV--
is the mobile form of the Construction Yard.
Building: Armor Facility
Credits: 5,000
Build Time: 1:00
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: Unpack
Ability Effect: Transforms into a Construction Yard after two seconds
Ability Cooldown: None
--Mirage Tank--
is a tank with energy weaponry devastating against all kinds of targets. It is
camouflaged while standing still. Its secondary mode provides camouflage for
friendlies but shuts down the Mirage's own camouflage and weaponry.
Building: Armor Facility
Credits: 1,600
Build Time: 0:15
Requirements: Max Clearance
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Gap Generator / Strike Mode
Ability Effect: Toggles between camouflaging self and camouflaging nearby units
Ability Cooldown: 0:02
--Multigunner IFV--
is a fast vehicle with mutable weaponry. It is initially equipped with weak
rockets, but its weapon changes when it has a passenger. With an Attack Dog, it
stuns infantry. With a Peacekeeper, it has a machine gun. With a Javelin
Soldier, its rockets are improved. With an Engineer, it repairs friendly
vehicles. With a Spy, it has a sniper rifle that kills even commandoes in one
hit. With Tanya, it has rapid anti-infantry fire.
Building: Armor Facility
Credits: 900
Build Time: 0:10
Requirements: None
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: Yes
Ability Name: Evacuate Passenger
Ability Effect: Disgorges the passenger
Ability Cooldown: None
--Peacekeeper--
is an anti-infantry foot soldier. Its shield reduces damage taken to a quarter
but also slows the Peacekeeper and prevents shotgun use. The Peacekeeper can
clear buildings of enemy garrisons by entering them with its riot shield up.
Building: Boot Camp
Credits: 200
Build Time: 0:05
Requirements: None
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Riot Shield / Shotgun Mode
Ability Effect: Toggles between carrying a shotgun or a shield
Ability Cooldown: None
--Prospector--
is an ore collector. It also unpacks to create the Command Hub building.
Building: Armor Facility, Ore Refinery, Seaport
Credits: 1,000
Build Time: 0:20
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: Unpack
Ability Effect: Transforms Prospector into a Command Hub
Ability Cooldown: N/A (activating Unpack eliminates the Prospector)
--Riptide ACV--
is a transport hovercraft with a machine gun and torpedoes. It can transport up
to 5 infantry.
Building: Armor Facility, Seaport
Credits: 750
Build Time: 0:10
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Evacuate Passengers
Ability Effect: Disgorges passengers onto land
Ability Cooldown: None
--Spy--
is an infiltrator. It cannot attack; attacking infantry causes the Spy to
disguise itself as the target unit.
Building: Boot Camp
Credits: 1,000
Build Time: 0:10
Requirements: Heightened Clearance
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: Bribe
Ability Effect: Converts nearby units to the Spy's side for 1,000 credits
Ability Cooldown: 0:10
--Tanya--
is a commando. She attacks infantry with rapid-firing pistols. She attacks
vehicles and buildings by entering them and setting explosives.
Building: Boot Camp
Credits: 2,000
Build Time: 0:30
Requirements: Max Clearance
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Timebelt
Ability Effect: Restores Tanya to her location and health as of a few seconds
earlier
Ability Cooldown: 0:30
--Vindicator--
is a bomber. It can hit moving targets and is effective against armor. It must
return to its pad to rearm after dropping its bombs.
Building: Airbase
Credits: 1,200
Build Time: 0:15
Requirements: None
Amphibious: No
Flying: Yes
Anti-Ground: Yes
Anti-Air: No
Ability Name: Return to Base
Ability Effect: Returns to its pad by the shortest route
Ability Cooldown: None
========================
Empire of the Rising Sun [FA020]
========================
The Empire prides itself on versatility, sea power, and to an extent mobility.
Oh, and Yuriko Omega. Both its air power and anti-air capability are poor. Its
building method allows unusual freedom, but its tech method is atrocious.
Buildings [FA021]
---------
Empire buildings spawn an Imperial Warrior when sold or destroyed unless the
building is on water (in which case it spawns nothing) or it is the
Construction Yard, which spawns an Engineer (whether it is on water or land).
--Construction Yard--
is the central building of the Empire, producing the nanocores which transform
into the Empire's other buildings. It also provides 50 power.
Credits: N/A (5,000 for MCV)
Build Time: 0:02 (1:00 for MCV)
Power: 0
Requirements: None
Amphibious: Yes
Builds: Generator Core
Dojo Core
Refinery Core
Mecha Bay Core
Docks Core
Mainframe Core
Fortress Wall
Defender Core
Tower Core
Nanoswarm Core
Decimator Core
--Defender-VX--
is a defense turret with a special ability toggling it between anti-ground and
anti-air duty. This ability has a 15-second cooldown.
Credits: 800
Build Time: 0:30 (0:04 for Defender Core)
Power: 25
Requirements: Ore Refinery
Amphibious: Yes
Builds: Nothing
--Docks--
produces and repairs the Empire's naval units. It must purchase the Docks
Upgrade (750 credits and 30 seconds) to produce Tsunami Tanks, Sea-Wings, and
Naginata Cruisers. It must purchase the Docks Breakthrough (1,000 credits and
1 minute, requires Nanotech Mainframe) to produce Shogun Battleships.
Credits: 1,000
Build Time: 0:18 (0:04 for Docks Core)
Power: 50
Requirements: Ore Refinery
Amphibious: No (water only)
Builds: Ore Collector
Yari Mini-Sub
Tsunami Tank
Sea-Wing
Naginata Cruiser
Shogun Battleship
MCV
--Fortress Wall--
Credits: 10 per segment
Build Time: 0:05
Power: 0
Requirements: None
Amphibious: No (land only)
Builds: Nothing
--Instant Dojo--
produces the Empire's infantry. It must purchase the Dojo Upgrade (500 credits
and 30 seconds) to produce Shinobi. It must purchase the Dojo Breakthrough (750
credits and 1 minute, requires Nanotech Mainframe) to produce Rocket Angels
and Yuriko Omega.
Credits: 0 (750 for Dojo Core)
Build Time: 0:08 (0:04 for Dojo Core)
Power: 25
Requirements: None
Amphibious: No (land only)
Builds: Burst Drone
Imperial Warrior
Tankbuster
Engineer
Shinobi
Rocket Angel
Yuriko Omega
--Instant Generator--
provides 100 power.
Credits: 0 (1,000 for Generator Core)
Build Time: 0:10 (0:04 for Generator Core)
Power: 0
Requirements: None
Amphibious: Yes
Builds: Nothing
--Mecha Bay--
produces and repairs the Empire's land vehicles. It must purchase the Mecha Bay
Upgrade (750 credits and 30 seconds) to produce Tsunami Tanks and Striker-VXs.
It must purchase the Mecha Bay Breakthrough (1,000 credits and 1 minute,
requires Nanotech Mainframe) to produce King Oni and Wave-Force Artillery.
Credits: 2,000
Build Time: 0:15 (0:04 for Mecha Bay Core)
Power: 50
Requirements: Ore Refinery
Amphibious: No (land only)
Builds: Ore Collector
Sudden Transport
Mecha Tengu
Tsunami Tank
Striker-VX
King Oni
Wave-Force Artillery
MCV
--Nanoswarm Hive--
creates an impassable ring for 20 seconds. It has a 3-minute cooldown.
Credits: 3,000
Build Time: 0:25 (0:04 for Nanoswarm Core)
Power: 75
Requirements: Nanotech Mainframe
Amphibious: Yes
Builds: Nothing
--Nanotech Mainframe--
is a prerequisite for several buildings and upgrades.
Credits: 3,000
Build Time: 0:15 (0:04 for Mainframe Core)
Power: 75
Requirements: Ore Refinery
Amphibious: Yes
Builds: Nothing
--Ore Refinery--
receives ore loads and converts them to credits. It comes with an Ore Collector
when built and can produce more.
Credits: 2,500
Build Time: 0:20 (0:04 for Refinery Core)
Power: 50
Requirements: Instant Generator
Amphibious: Yes
Builds: Ore Collector
--Psionic Decimator--
does tremendous damage to everything within a large target area. It has a
6-minute cooldown.
Credits: 5,000
Build Time: 0:25 (0:04 for Decimator Core)
Power: 75
Requirements: Nanotech Mainframe
Amphibious: Yes
Builds: Nothing
--Wave-Force Tower--
is a devastating anti-ground turret. Its special ability allows it to shorten
its aim time to fire a less powerful shot.
Credits: 1,400
Build Time: 0:40 (0:05 for Tower Core)
Power: 75
Requirements: Instant Generator, Nanotech Mainframe
Amphibious: Yes
Builds: Nothing
Units [FA022]
-----
--* Core--
is the transit form of all Imperial buildings except the Construction Yard.
These nanocores are weak and defenseless.
Building: Construction Yard
Credits: Varies
Build Time: Varies
Requirements: Varies
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: Unfurl
Ability Effect: Transforms into relevant building
Ability Cooldown: N/A (unit is lost after use)
--Burst Drone--
is a flying scout. It can see through disguises. It cannot attack, but can
attach itself to vehicles to slow them down.
Building: Instant Dojo
Credits: 300
Build Time: 0:05
Requirements: None
Amphibious: No
Flying: Yes
Anti-Ground: No
Anti-Air: No
Ability Name: Self-Destruct
Ability Effect: Explodes, causing area of effect damage
Ability Cooldown: N/A (unit is lost after use)
--Engineer--
is a support unit which can capture neutral and enemy buildings or repair
friendly buildings. It is lost after performing one of these actions. In
Skirmish and Multiplayer, capturing an enemy building is a 3-second process,
but in the single-player campaign it is instant. The Engineer cannot move for 5
seconds after using Sprint.
Building: Instant Dojo
Credits: 500
Build Time: 0:10
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: Sprint
Ability Effect: Moves faster for 10 seconds
Ability Cooldown: 1:00
--Imperial Warrior--
is an anti-infantry foot soldier.
Building: Instant Dojo
Credits: 150
Build Time: 0:05
Requirements: None
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Banzai Charge
Ability Effect: The Imperial Warrior moves faster and wields an anti-infantry
beam katana for 10 seconds
Ability Cooldown: 0:30
--King Oni--
is a resilient land unit that does respectable damage to all ground targets.
Building: Mecha Bay
Credits: 2,000
Build Time: 0:20
Requirements: Mecha Bay Breakthrough
Amphibious: No (land only)
Flying: No
Anti-Ground: No
Anti-Air: Yes
Ability Name: Bull Rush
Ability Effect: Rushes straight toward the target, smashing everything in the
way
Ability Cooldown: 1:00
--MCV--
is the mobile form of the Construction Yard.
Building: Mecha Bay, Docks
Credits: 5,000
Build Time: 1:00
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: Unpack
Ability Effect: Transforms into a Construction Yard
Ability Cooldown: None
--Mecha Tengu / Jet Tengu--
The Mecha Tengu is a hovering anti-infantry unit. The Jet Tengu is a flying
anti-air unit.
Building: Mecha Bay
Credits: 800
Build Time: 0:10
Requirements: None
Amphibious: Yes / No
Flying: No / Yes
Anti-Ground: Yes / No
Anti-Air: No / Yes
Ability Name: Jet Mode / Mecha Mode
Ability Effect: Toggles between Mecha Tengu and Jet Tengu
Ability Cooldown: 0:15
--Naginata Cruiser--
is a powerful naval superiority unit. Its Torpedo Type-S attack can hit
friendlies.
Building: Docks
Credits:
Build Time:
Requirements: Docks Upgrade
Amphibious: No (water only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Torpedo Type-S
Ability Effect: Fires a spread of 5 powerful torpedoes
Ability Cooldown: 1:00
--Ore Collector--
harvests ore.
Building: Ore Refinery, Mecha Bay, Docks
Credits: 1,400
Build Time: 0:20
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Security System / Cargo Bay
Ability Effect: Toggles between collecting ore and using a machine gun
Ability Cooldown: 0:03
--Rocket Angel--
is a fast, versatile flying infantry unit.
Building: Instant Dojo
Credits: 900
Build Time: 0:10
Requirements: Dojo Breakthrough
Amphibious: No
Flying: Yes
Anti-Ground: Yes
Anti-Air: Yes
Ability Name: Paralysis Whip / Combat Mode
Ability Effect: Toggles between firing rockets and disabling a single ground
target
Ability Cooldown: None
--Sea-Wing / Sky-Wing--
The Sea-Wing is an anti-air submarine. The Sky-Wing is an anti-infantry
aircraft.
Building: Docks
Credits:
Build Time:
Requirements: Docks Upgrade
Amphibious: No (water only) / No
Flying: No / Yes
Anti-Ground: No / Yes
Anti-Air: Yes / No
Ability Name: Air Emerge / Sea Submerge
Ability Effect: Toggles between Sea-Wing and Sky-Wing
Ability Cooldown: 0:15
--Shinobi--
is an infiltrator. It attacks with infantry-killing shuriken.
Building: Instant Dojo
Credits: 1,000
Build Time: 0:10
Requirements: Dojo Upgrade
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Smoke Bomb
Ability Effect: Becomes invisible for 10 seconds
Ability Cooldown: 2:00
--Shogun Battleship--
is a naval artillery piece. It has a very long range but a long minimum range.
Building: Docks
Credits: 2,200
Build Time: 0:22
Requirements: Docks Breakthrough
Amphibious: No (water only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Ramming Speed
Ability Effect: Increases speed and attempts to ram target
Ability Cooldown: 2:00
--Striker-VX / Chopper-VX--
The Striker-VX is an anti-air vehicle. The Chopper-VX is a rocket bombardment
aircraft.
Building: Mecha Bay
Credits:
Build Time:
Requirements: Mecha Bay Upgrade
Amphibious: No (land only) / No
Flying: No / Yes
Anti-Ground: No / Yes
Anti-Air: Yes / No
Ability Name: Chopper Mode / Striker Mode
Ability Effect: Toggles between Striker-VX and Chopper-VX
Ability Cooldown: 0:15
--Sudden Transport--
is a stealth transport. It can carry up to five infantry units. It cannot
attack, but it can target a vehicle to disguise itself as the target.
Building: Mecha Bay
Credits: 500
Build Time: 0:05
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: Evacuate Passengers
Ability Effect: Disgorges passengers and turns off disguise
Ability Cooldown: None
--Tankbuster--
is an anti-vehicle foot soldier.
Building: Instant Dojo
Credits: 300
Build Time: 0:05
Requirements: None
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Spider-Burrow / Leave Burrow
Ability Effect: Toggles between normal behavior and diving into the ground to
reduce damage and avoid crushing
Ability Cooldown: 0:01
--Tsunami Tank--
is an anti-vehicle unit.
Building: Mecha Bay, Docks
Credits: 1,000
Build Time: 0:10
Requirements: Mecha Bay Upgrade / Docks Upgrade
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Nanodeflectors
Ability Effect: Reduces damage taken but cannot fire for 10 seconds
Ability Cooldown: 0:30
--Wave-Force Artillery--
is a mobile artillery piece. It has a very long range but a long minimum range.
Building: Mecha Bay
Credits: 1,800
Build Time: 0:15
Requirements: Mecha Bay Breakthrough
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Premature Discharge
Ability Effect: Reduces aim time to fire a less powerful shot
Ability Cooldown: 0:01
--Yari Mini-Sub--
is a swift, lightly-armed submarine.
Building: Docks
Credits: 800
Build Time: 0:10
Requirements: None
Amphibious: No (water only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Last Voyage
Ability Effect: The Yari rams its target and self-destructs
Ability Cooldown: N/A (unit is lost after use)
--Yuriko Omega--
is a commando. Yuriko attacks ground units by levitating them while reducing
their health; she can only hurt one unit at a time but can keep several
helpless in the air. Yuriko attacks air units by forcing them to crash. She
shatters buildings with her mind.
Building: Instant Dojo
Credits: 2,000
Build Time: 0:30
Requirements: Dojo Breakthrough
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: Yes
Ability Name: Psychokinetic Burst
Ability Effect: Devastates nearby hostile infantry
Ability Cooldown: 0:30
=======
Soviets [FA030]
=======
The Soviets are capable in all areas, though their mobility and anti-air could
be better. Their building method lacks both the freedom of the Empire and the
ability to pop up defenses of the Allies. Their tech method is excellent as
they enjoy universal coverage from only two buildings, one of which actually
does something useful.
Buildings [FA031]
---------
Soviet buildings spawn a Conscript when sold or destroyed unless the building
is on water (in which case it spawns nothing) or it is the Construction Yard,
which spawns a Combat Engineer (whether it is on water or land).
---Airfield---
produces Soviet air units. It has pads to house and rearm 4 MiG Fighters.
Credits: 1,000
Build Time: 0:30
Power: 50
Requirements: Super-Reactor
Amphibious: Yes
Builds: Twinblade
MiG Fighter
Kirov Airship
--Barracks--
produces Soviet infantry.
Credits: 500
Build Time: 0:10
Power: 25
Requirements: None
Amphibious: No (land only)
Builds: War Bear
Conscript
Flak Trooper
Combat Engineer
Tesla Trooper
Natasha
--Battle Bunker--
can garrison up to five infantry units.
Credits: 500
Build Time: 0:10
Power: 0
Requirements: None
Amphibious: No (land only)
Builds: Nothing
--Battle Lab--
is a prerequisite for several buildings and units.
Credits: 3,000
Build Time: 1:00
Power: 75
Requirements: Super-Reactor
Amphibious: Yes
Builds: Nothing
--Construction Yard--
is the central Soviet building, producing all other buildings except the
Outpost and Battle Bunker. It also provides 50 power. It can pack up into an
MCV.
Credits: N/A (5,000 for MCV)
Build Time: 0:02 (1:00 for MCV)
Power: 0
Requirements: None
Amphibious: Yes
Builds: Reactor
Barracks
Ore Refinery
War Factory
Naval Yard
Airfield
Super-Reactor
Battle Lab
Crusher Crane
Fortress Wall
Sentry Gun
Flak Cannon
Tesla Coil
Iron Curtain
Vacuum Imploder
--Crusher Crane--
is a support building which provides an extra build queue, repairs nearby
damaged vehicles, and can convert vehicles driven into it to credits.
Credits: 1,500
Build Time: 0:20
Power: 50
Requirements: None
Amphibious: Yes
Builds: Reactor
Barracks
Ore Refinery
War Factory
Naval Yard
Airfield
Super-Reactor
Battle Lab
Fortress Wall
Sentry Gun
Flak Cannon
Tesla Coil
Iron Curtain
Vacuum Imploder
--Flak Cannon--
is an anti-air defense turret.
Credits: 800
Build Time: 0:20
Power: 25
Requirements: Reactor
Amphibious: Yes
Builds: Nothing
--Fortress Wall--
Credits: 10 per segment
Build Time: 0:05
Power: 0
Requirements: None
Amphibious: No (land only)
Builds: Nothing
--Iron Curtain--
kills all infantry and renders all vehicles and buildings in the target area
invulnerable for about twenty seconds. It has a 3-minute cooldown.
Credits: 3,000
Build Time: 0:30
Power: 75
Requirements: Super-Reactor
Amphibious: Yes
Builds: Nothing
--Naval Yard--
produces Soviet naval units.
Credits: 1,000
Build Time: 0:20
Power: 50
Requirements: Ore Refinery
Amphibious: No (water only)
Builds: Ore Collector
Sputnik
Stingray
Bullfrog
Akula Sub
Dreadnought
MCV
--Ore Refinery--
receives ore loads and turns them into credits. It comes with an Ore Collector
when built and may produce more.
Credits: 2,000
Build Time: 0:20
Power: 50
Requirements: Reactor
Amphibious: Yes
Builds: Ore Collector
--Outpost--
provides a construction radius for expanding.
Credits: N/A (1,200 for Sputnik)
Build Time: N/A (5 seconds to unpack Sputnik)
Power: 0
Requirements: None
Amphibious: Yes
Builds: Nothing
--Reactor--
provides 100 power.
Credits: 800
Build Time: 0:10
Power: 0
Requirements: None
Amphibious: Yes
Builds: Nothing
--Sentry Gun--
is an anti-ground defense turret.
Credits: 800
Build Time: 0:20
Power: 25
Requirements: Reactor
Amphibious: Yes
Builds: Nothing
--Super-Reactor--
provides 500 power and is a prerequisite for several buildings and units.
Credits: 2,000
Build Time: 0:30
Power: 0
Requirements: Ore Refinery
Amphibious: Yes
Builds: Nothing
--Tesla Coil--
is a devastating anti-ground defense turret. Its firepower is increased if
friendly Tesla Troopers or Stingrays are nearby.
Credits: 1,500
Build Time: 0:30
Power: 75
Requirements: Super-Reactor
Amphibious: Yes
Builds: Nothing
--Vacuum Imploder--
destroys everything short of a Construction Yard in a large area. It has a
6-minute cooldown.
Credits: 5,000
Build Time: 0:30
Power: 75
Requirements: Battle Lab
Amphibious: Yes
Builds: Nothing
--War Factory--
produces Soviet land vehicles.
Credits: 2,000
Build Time: 0:20
Power: 50
Requirements: Ore Refinery
Amphibious: No (land only)
Builds: Ore Collector
Sputnik
Terror Drone
Sickle
Bullfrog
Hammer Tank
V4 Rocket Launcher
Apocalypse Tank
MCV
Units [FA032]
-----
--Akula Sub--
is a sea-superiority submarine. Its Ultratorpedoes can hit friendlies.
Building: Naval Yard
Credits: 1,800
Build Time: 0:20
Requirements: Super-Reactor
Amphibious: No (water only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Ultratorpedoes
Ability Effect: Fires a pair of unusually powerful torpedoes in a straight line
Ability Cooldown: 1:00
--Apocalypse Tank--
has devastating firepower against all ground targets. It can also slowly crush
vehicles and buildings.
Building: War Factory
Credits: 2,000
Build Time: 0:20
Requirements: Battle Lab
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: M-Harpoon / Main Guns
Ability Effect: Toggles between firing main cannon and dragging in vehicles or
dragging itself to buildings
Ability Cooldown: None
--Bullfrog--
is an anti-air transport. It can carry up to five infantry units. It can fire
its passengers to a distant location rather than simply unloading them.
Building: War Factory, Naval Yard
Credits: 900
Build Time: 0:10
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: Yes
Ability Name: Eject Passengers
Ability Effect: Sends passengers to target location via man-cannon and
parachute
Ability Cooldown: None
--Combat Engineer--
can take over neutral and enemy buildings or repair friendly buildings. The
unit is lost when it performs one of these functions. In Skirmish and
Multiplayer, capturing an enemy building is a 3-second process, but in the
single-player campaign it is instant. The Combat Engineer is armed with a
pistol.
Building: Barracks
Credits: 500
Build Time: 0:10
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Battle Bunker
Ability Effect: Builds a bunker for 500 credits which may be garrisoned by up
to five infantry units
Ability Cooldown: 2:00
--Conscript--
is a cheap yet versatile infantry unit. Its Molotov Cocktails can clear out
garrisoned buildings.
Building: Barracks
Credits: 100
Build Time: 0:04
Requirements: None
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Molotov Cocktails / Assault Rifle
Ability Effect: Toggles between anti-infantry and anti-vehicle/building
weaponry.
Ability Cooldown: None
--Dreadnought--
is a naval artillery piece. It has a very long range and a long minimum range.
While in Sacrifice Launchers mode, it fires much faster but slowly loses
health.
Building: Naval Yard
Credits: 2,000
Build Time: 0:30
Requirements: Battle Lab
Amphibious: No (water only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Sacrifice Launchers / Safe Mode
Ability Effect: Toggles between normal firing and rapid firing
Ability Cooldown: None
--Flak Trooper--
is anti-vehicle infantry. The Magnetic Mines used in its secondary mode do
excellent damage but have almost no range. The Mine detonates if the Flak
Trooper is crushed in this mode.
Building: Barracks
Credits: 300
Build Time: 0:05
Requirements: None
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Magnetic Mines / Flak Cannon
Ability Effect: Toggles between normal weaponry and thrown mines
Ability Cooldown: None
--Hammer Tank--
is an anti-vehicle tank. It is moderately powerful against buildings and poor
against infantry. If a unit is destroyed while a Hammer Tank is leeching it,
the Hammer Tank adds that unit's weaponry to its own.
Building: War Factory
Credits: 1,000
Build Time: 0:10
Requirements: Super-Reactor
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Leech-Beam / Main Weapons
Ability Effect: Toggles between firing main cannon and secondary weapon and
leeching health and weapons from a target
Ability Cooldown: None
--Kirov Airship--
is a bomber with an infinite supply of powerful bombs. It is slow for an
aircraft; its Gastroburners increase its speed but slowly reduce its health.
Building: Airfield
Credits: 2,500
Build Time: 0:25
Requirements: Battle Lab
Amphibious: No
Flying: Yes
Anti-Ground: Yes
Anti-Air: No
Ability Name: Gastroburners / Propellers
Ability Effect: Toggles between normal speed and increased speed
Ability Cooldown: None
--MCV--
is the mobile form of the Construction Yard.
Building: War Factory, Naval Yard
Credits: 5,000
Build Time: 1:00
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: Unpack
Ability Effect: Transforms into Construction Yard
Ability Cooldown: None
--MiG Fighter--
is an air-superiority aircraft. It must return to its pad to rearm.
Building: Airfield
Credits: 1,000
Build Time: 0:10
Requirements: None
Amphibious: No
Flying: Yes
Anti-Ground: No
Anti-Air: Yes
Ability Name: Return to Base
Ability Effect: Returns to its pad by the shortest route
Ability Cooldown: None
--Natasha--
is a commando. When attacking infantry, her sniper rifle can kill almost any
unit in one shot, including Tesla Troopers. When attacking vehicles and
buildings, she calls in an airstrike that destroys the target.
Building: Barracks
Credits: 2,000
Build Time: 0:30
Requirements: Battle Lab
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Pilot Snipe
Ability Effect: Kills the driver of the target vehicle, disabling it until it
is crewed by an infantry unit
Ability Cooldown:
--Ore Collector--
harvests ore.
Building: Ore Refinery, War Factory, Naval Yard
Credits: 1,400
Build Time: 0:20
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: Reactive Armor / Cargo Bay
Ability Effect: Toggles between ore collection and being encased in armor that
reduces damage taken to a quarter
Ability Cooldown: None
--Sickle--
is a highly mobile skirmish unit. It is especially effective against infantry.
Building: War Factory
Credits: 900
Build Time: 0:10
Requirements: None
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Flea Jump
Ability Effect: Leaps to target location, damaging units under it
Ability Cooldown: 0:10
--Sputnik--
transforms into Outposts for expansions.
Building: War Factory, Naval Yard
Credits: 1,200
Build Time: 0:20
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: No
Anti-Air: No
Ability Name: Unpack
Ability Effect: Transforms unit into an Outpost
Ability Cooldown: N/A (the unit is lost after unpacking)
--Stingray--
is an all-purpose attack vehicle. Its Tesla weaponry kills any unarmored
infantry in one hit. Tesla Surge can only be used in water.
Building: Naval Yard
Credits: 1,000
Build Time: 0:10
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Tesla Surge
Ability Effect: Damages all nearby hostiles
Ability Cooldown: 1:00
--Terror Drone--
is a tiny, swift vehicle. It kills any infantry in one hit. It jumps into
vehicles and slowly destroys them. It cannot attack buildings.
Building: War Factory
Credits: 600
Build Time: 0:05
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Electro-Stasis Ray / Dismantler Claws
Ability Effect: Switches between damaging weaponry and disabling a single
target vehicle
Ability Cooldown: None
--Tesla Trooper--
is an armored infantry unit with Tesla weapons that are decent against vehicles
and buildings and kill unarmored infantry in one hit.
Building: Barracks
Credits: 750
Build Time: 0:10
Requirements: Super-Reactor
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: EM Disruptors / Tesla Coilguns
Ability Effect: Toggles between normal mode and immobilizing itself and nearby
vehicles
Ability Cooldown: 0:02
--Twinblade--
is a transport assault helicopter. It attacks with both machine guns and rocket
s. It can carry up to five infantry units or a single vehicle smaller than an
MCV.
Building: Airfield
Credits: 1,200
Build Time: 0:15
Requirements: None
Amphibious: No
Flying: Yes
Anti-Ground: No
Anti-Air: Yes
Ability Name: Evacuate Passengers
Ability Effect: Drops off its passengers
Ability Cooldown: None
--V4 Rocket Launcher--
is a mobile artillery piece. It has a very long range but also a long minimum
range.
Building: War Factory
Credits: 1,200
Build Time: 0:15
Requirements: Battle Lab
Amphibious: No (land only)
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Multi-Warheads / Precision Warheads
Ability Effect: Toggles between single-target rockets and area-effect rockets
Ability Cooldown: None
--War Bear--
is a scout that can see through disguises and kill most infantry in one hit. It
cannot attack vehicles or Tesla Troopers.
Building: Barracks
Credits: 225
Build Time: 0:02
Requirements: None
Amphibious: Yes
Flying: No
Anti-Ground: Yes
Anti-Air: No
Ability Name: Amplified Roar
Ability Effect: Stuns nearby enemy infantry
Ability Cooldown: 1:00
-------
Credits [CR000]
-------
Thanks to "troytuhega20" for a secondary objective in Vorkuta.
---------------
Version History [VH000]
---------------
1.0 - 11/23/08 - Initial Version
1.1 - 12/05/08 - Updated for patch 1.05, added information
Email all questions and concerns to Baruraga@gmail.com
Copyright 2008 Andrew Moore